Game Meet #23

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Game Meet #23

Postby Zanaikin » Sun Sep 02, 2007 10:40 pm

after much scrying, the enemy losses Garris estimates is as followed:

2,500 goblin lightfoots (including 100 cavalry)
600 bugbears
200 giants
75 siege weapons

from 13 destroyed goblin camps, 8 bugbear camps, and 4 giant camps.
non of the small mage camps were hit successfully, and there were too well defended and organized for that. However, mage casualties show be heavy amongst the mages on watch & patrol duty.

enemy forces remaining (estimate):
~25 Siege Weapons
~200 Draconic Mages
~110 Hill Giants
~400 Bugbears
~2,000 Goblin Lightfoots (including ~400 wolves)
and given your sightings, probably around 10 white dragons still remain.

henceforth the greatest enemy threat remaining are the mages and dragons.

XP will be given later once I figure out.
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Postby Sajuuk » Sun Sep 02, 2007 10:56 pm

Dai, can you give us a rundown of what we have left?
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Postby Zanaikin » Mon Sep 03, 2007 1:34 am

XP Each: 12,500 XP (18,000 to Ulrich & Karhedros)

XP Totals: Derovarr (179,620xp), Buumstic (179,568xp), Kati (177,543xp), Ranmor (176,945xp), Ulrich (163,030xp), Karhedros (157,530xp)

Kati casts Miracle: –5,000 XP (172,543xp).



XP Given for Strategic Planning: Derovarr (4,000xp), Karhedros (2,000xp), Ranmor (1,000xp), Kati (1,000xp), Buumstic (1,000xp)

XP Totals: Derovarr (183,620xp), Buumstic (180,568xp), Kati (178,543xp), Ranmor (177,945xp), Ulrich (163,030xp), Karhedros (159,530xp).
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Postby Zanaikin » Mon Sep 03, 2007 9:52 pm

Current ingame time: April 20th, 6am.

You're having a debriefing right now to go over all the events. If you don't think there is much to contribute here please feel free to jump to what you wish during the day :P.

The losses taken during the attack was considerable, however given by the sheer amount of damage dealt to the opposing army, most of the other officers consider this a victory.

Garris believes that while the mage squads involved in the attack took some casualties, thus reducing our number of elite casters, they enemy should be equally reduced through their losses in the Fire Storm raid as well as response team losses during this morning. The enemy definitely has less mages than our forces at this point, although their casters are of better quality. However this should balance out overall. And after the latest raid, our forces now hold numerical advantage in both overall forces composition as well as number of shock troops and heavies available. The only remaining threat the enemy poses is now their air superiority.
With the Air Dragon wing lost and half of the phantom knights and pegasi cavalry killed during the battle, not to mention the loss of all but Coric's Pegasus, there are no longer a full group within the city capable of keeping up with the speed of the enemy white dragons in an aerial fight, which presumably about 9~10 remains.

Regarding the enemy, Garris is amazed at how fast the enemy commanders, particularly the draconic orcs, managed to return order to their army and settled back to a temporary rest before today's march. Of course, several of their blaster mages completely annihilating two camps of Insane goblins may have contributed. Although on a good side, the enemy will be at the very least be delayed 4 or more hours after having their nightly rest being disturbed in all camps. With this, Garris expects the enemy to arrive in Trelling after nightfall, and the partial rest they received will mean they'll be considerably fatigued. The enemy will have 2 choices, press battle while they're fatigued, or delay and give us more time. It's a win-win situation.

Although one must consider that they may be thinking of a method of retaliation against us for this morning.
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Postby Mr_Praetorian » Mon Sep 03, 2007 11:10 pm

"It would not be surprising for them to retaliate before nightfall: such is there pattern. Luckily, the vast majority of our mages were not participants in the strike, which should help us to some degree should the situation arise. Then again, the size and damage of each strike has been escalating each time they show up. So, if they do show up, we should probably expect something of almost equal magnitude.

If the retaliation strike is what I'm fearing, then it may well turn into the deciding battle for Trelling. Neither side is in particularly good condition, and our forces are almost matched at this point. But they do have air superiority, and everyone in this room should know damn well what those dragons are capable of.

However, while they may have the skies at this moment, we need to do all we can to take that away from them, because those dragons may decide this battle. So, let's make that topic number one.

Well?"
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Postby Zanaikin » Tue Sep 04, 2007 12:15 am

"There's no good way to take out the dragons, and ranged troops on the grounds suffers too much of a disadvantage. Sending flight capable mages into the air is suicidal against dragons with superior speed who can simply ram through our ranks. The best would probably be utilizing mage teams in fortified locations to ready long-range spells against them when they dive down to attack."

"Of course your guys could always engage them, but I'll bet the enemy assault squad will have something to say against that. And despite the casualties, my knights aren't useless. Our phantom steeds can almost keep up with their dragons, and I'd say we can handle a squad of 2 to 3. The only problem is that the enemy has at least triple that number."

then to surprise everyone, Caelotheir speaks up. "...also, you'll have another problem on your hands. That mage Jens met later during the fight, you all probably suspected by now that there is a high possibility he is the enemy commander, which would make him at least some high level elder or adviser in the blue draconic clan. You already know that these people do not like to show their faces, they prefer to stay hidden, behind abjurations and illusions. At this point, there is a good chance the shadow-gate summoned at the beginning of the battle Andrei reported was conjured by him. And that also means, that there was a good chance the unseen mage who was blasting the command squad during the night the shadow balors attacked Trelling's western walls was also him. So why would he engage in combat with Andrei's flight when he has never done so before?"

"I'd say there is one major reason, and that is after the enemy's fire storm raid when their best mages tried to kill Andrei and failed, this guy finally decided that Andrei was worthy enough to face him personally. The results are shown, his actions did something the white dragonlancers failed to achieve by themselves for ages - killing Andrei, his dragon, and obliterating his wing. Draconic orcs such as him tend to have much pride, and after surviving an encounter against him, not to mention seeing his actual form, there is no way he would simply allow the command squad members to live. Not to mention... that strange incident with the commander... he seems shocked, with some fear but that may be mostly due to surprise, but at the same time probably just as determined to kill her. After all, the draconic orcs live for challenges, particularly against those they consider an worthy adversary."

"There is a very high likelyhood that the next time the enemy attacks the city, whether it be the real battle over the city itself or another strike, he will draw out the command squad members and lead one of their best units to take you down personally."

"Now the question is... are you prepared for something like this?"
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Postby Mr_Praetorian » Tue Sep 04, 2007 1:04 am

"Against the best? We've yet to truly win or loose. We've already reduced their assault squad by three, but as of lately they've been becoming decidely harder to hit. But thats rather logical, we gave them plenty of time to catch on to our tactics.

I'm rather confidant that if we can catch the their response squad alone that we'd have a solid chance of brining them down. Both groups are well of the other's tactics, and are both at about the same level of skill and strength. So, it actually comes to down to a matter of numbers, which we have.

Their primary forward combatant is the Bugbear with the huge hammer you've all been hearing so much about. He is their duelist. He picks as single target, or a group of targets pacted tightly together, and proceeds to "hammer" them until they are defeated. He is highly skilled combatant, but, is also part of a unit, and relies on the rest of his unit to cover him while he does his work.

The rest of the squad is composed of a blaster, a booster, a sniper, and a bloodstorm blade. All of which are what my professors at Capital City Academy called rearguards. If we can manage to separate the foward offender from the rearguard, then the response squad will fall.

To this end, we have the advantage of numbers on them. They have one forward combatant, one offensive caster, one support caster, and two ranged support combatants. We have two forward combatants, one support caster/healer, one primary healer, one offensive caster, and one offensive caster/defense specialist. Its all a matter of isloating them in a situation where they cannot retreat.

Of course, there is the inherent problem. I'd be surpised if they hadn't thought this over themselves. As such, they're not likely to give us the opportunity."
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Postby Zanaikin » Tue Sep 04, 2007 2:26 am

Garris picks it back up "given the fact we annihilated the frostmaster's mage squad, there is two possibilities. Either one, he'll rebuild it or two, he'll be simply 'merged' into their assault squad. So there is a possibility that next time major combat ensues, we may possibly have to go against their entire assault squad, plus the frostmaster and their commander. That's seven extremely capable fighters and casters to match at once, which may prove quite overwhelming."

(btw, I don't know where you guys got the idea there's two frostmasters, cause there's only one xD)
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Postby Mr_Praetorian » Tue Sep 04, 2007 2:32 am

"So be it." Derovarr replied, with a look of utmost determination.
"I wish I continue this discussion, but I have officers to train and soldiers to drill. Good day, commanders." He said, saluting before exiting the room.
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Postby Zanaikin » Tue Sep 04, 2007 2:56 am

and before Derovarr fully exits... Garris ponders on something for moment, and then speaks out loudly with a slightly dark tone.

"You know, I just remembered something. From their attacks on Kharva during earlier parts of the war and their blitz of Lessik, we're pretty sure they have ability to mount teleportation circles. Which isn't that surprising since all of the southern nations use it. And with their numbers as low as we have reduced them to now... they may actually be able to afford to teleport all their forces straight over in one jump! It would be a bad idea to divide their original sized army against our, giving us an opportunity to destroy a significant portion of their forces while they await the rest of their army. But now... with both sides severely weakened and reduced, they don't need to worry about it anymore."

"...and if that's the case, we can expect them outside the city, not fatigued or exhausted, and full ready, by the afternoon!"

(actually the DM just remembered this xD)

(on another note, Garris just lvl'd up to 17, meaning you have another caster capable of using lvl9 spells now :P)
Last edited by Zanaikin on Tue Sep 04, 2007 3:09 am, edited 2 times in total.
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Postby Mr_Praetorian » Tue Sep 04, 2007 3:07 am

Upon hearing this, Derovarr stopped, turned around, and looked at Garris with a face of utter shock, as though the very foundation of confidance that he, himself was standing on just took a severe blow to the foundation. A solid beat passed at Derovarr remained at the door, stunned.

Then with a shake of his head, he snapped back to reality. "I'm glad you remembered that, Garris, you may have saved our lives." He said, turning back around.

"You!" he shouted, at a petty officer standing in the hall, "I want this whole city on full alert, NOW! Only those who who are still recovering spells and health from the strike this morning are pardoned. Move!"

"It would seem that we'll need to start pondering the most defendable positions in the city. Trying to line up our troops up at the walls would be suicide. Another thing to consider is how we're going to defend our ground based troops against blast magic. Hmm."

"Major Rowen, is it possible to place boosting spells in spell glyphs instead of offensive ones?"
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Postby Zanaikin » Fri Sep 07, 2007 1:30 pm

Rowen: "It may be, I've never thought of this, nor is it really used by MG forces. However most defensive boost spells require specific targeting, something impossible to do on a mass-troop basis by the spellglyphs, unlike offensive spells which simply requires them to be within the area to be hit by a burst or emanation. Although legion spells and others like recitation would work."

"However, as defenders we usually head to positions before our attackers arrive, which will trigger the glyphs early. Most wide-area boost spells we have don't have the duration to allow for precombat casting. We only activate after engaging to provide maximum effectiveness. Henceforth defensive glyphs have always been forfeited for offensive glyphs which prove far more effective."

"The walls are probably the most dependable spot within the city. After that we have all the buildings inside the city, although most of them aren't exactly sturdy, a giant could collapse one of them easily and bury any garrison inside. Their bugbear shock troops also performs better in close corridors combat than our own forces. However, the rest of the goblins perform poorly in house-to-house fighting since they rely upon mobility and ranged weaponry. The best scenario would be for us to wear our their shock troops and giants before they breach the walls, and they drag out urban combat with the remaining goblin troops. However as Garris mentioned before, in terms of standard and shock troop comparison, we should have the upper hand."

"For defending against their mages, any straight cover would prove effective. It's their dragons that will prove the most problematic, their spells are capable of blowing up anything short of reinforced masonry that stands in their way. I don't really see how we can do anything but allow our ground troops to stand in their line of fire, otherwise we can't engage properly."



Garris: "That's something we can't help as much I'd say. I'm not proud of saying the truth but, it's the blasters who win battles, and most regular troops are merely there to soak up damage. Companies of elite and shock troops may crash and burn through defenses, but a single archmage could take them down by one spell. Infantry and cavalry are mostly there merely to overextend the limited blaster resources of any side. Well, at least that's the way it works with Archeronian forces, its why our troops emphasize on mobility to further spread out enemy mages and lessen their ability to hammer our lesser troops with single spells. Misalin forces would be a lot different as all those defensive spells make infantry partially invulnerable to all but the most powerful blasters."

"Also, defending isn't the only thing we can do. I'd like to throw this topic onto the table for thought. Teleportation circles' greatest weakness is the fact that, after all, they are effective choke point in and of themselves and forces the teleporter to go through said chokepoint. It is one of the premier reasons why teleportation circles are only used for strike forces and regimental units, and usually not whole armies. If our scouts can pinpoint the location of the incoming troops asap, we could mount an attack to secure the drop site and turn the teleporting troops to mince meat while they're still trickling in. Well, we can expect those places to be well defended, not to mention given the nature of the enemy there will probably be illusionary fake incoming teleportation sites."
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Postby Mr_Praetorian » Fri Sep 07, 2007 2:30 pm

"I'd like the idea of attacking the teleporation spot more if we didn't loose a the remainder of a dragon-flight in the last strike. We must all realize that if Andrei's riders hadn't sacrificed themselves in the last battle, those other 10 dragon lancers would have been skewering us left and right. Not to mention, that had he not have been there, their general, and his balors, may well have been free to wreak havoc upon the strike teams. Valiant as his sacrifice was, we nontheless have lost a signifigant portion of our offensive mobility capabilities.

I have no doubt that those lancers will be flying tight patrols around the teleportation area, hounding it if you will. The response squad will also, no doubt, either be there, or waiting to hear something from a mage with the ability to detect teleportation magic.

Not to mention that we'd have to locate and hit that location just when they start funneling troops through. Though I do not deny the precision of your mages, Garris, or our Misalanian scouts. What worries me more is whether our own mages will be ready for such a strike, and how depleted of magic it may leave them should there be an actual attack.

The idea behind the glyphs was to place spells that protect versus cold and fire magic, since we know that the enemy seem to particularly enjoy throwing those two elements at us.

Major Rowen, I'm leaving it up to you. If you can find a means to have such protection charged and ready in designated areas in such a way that they could be activated with a command word or like, in an efficient manner, then do so. If not, make sure as many of our elites are protected against fire and cold spells when the battle comes. Not all of them, that would be a ridiculous request. As many of them as per what is within reason.

We've all witnessed first-hand what happened to our ground forces by the will of the frostmaster, or during the fire raid. Let's not relive those moments during the actual confrontation."
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Postby Zanaikin » Fri Sep 07, 2007 3:46 pm

Rowen: "If we expect the battle today, it'll do us little good to drop any boosting glyphs now, which will be far more effective, not to mention magically conservative, to simply pre-cast boost spells before the battle lines engage. Not to mention resist energy spells don't work with spellglyphs."

"But... I will disperse my clerics enough such that our elite and shock troops be properly covered with energy resistance spells."



Garris: "Well, like I said, it's an idea to open our choices. There are many places to go wrong and much to risk, but the gains are also considerable. But yes, should we try this, the commanders will be faced with the task of taking down the top defenders, most likely the enemy assault squad. I don't believe their dragonlancers will wait there for us since they draw far more attention than desired. However, they will probably teleport in upon first notice."

"We could draw up a widened greater anticipate teleportation to try to buy us up to 18sec (3rnd) of time before teleporting in. However this is only a moderate chance the enemy dragonlancers will teleport in within close enough proximity of us to be affected by the spell. An empowered widened tactical greater anticipate however, may cover the range we need and delay them for 24sec (4rnd). But we have ONLY those few seconds to take down their assault squad, plus any additional elites and mages which may be positioned there, before reinforcements arrive."


(BTW guys: I hope you still have all your spells-expended stuff from last meeting. Although you may consider yourself leveled up for the upcoming battle, you'll still carry the accumulated losses in resources from 'this morning' ingame.)
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Postby Mr_Praetorian » Fri Sep 07, 2007 4:13 pm

"It is true that there is much to gain from the success of this, but it is the possibility of the strike failing that concerns me most. War is is about gambles, but first we have make sure that we have the troops to gamble. We lost a lot of good soldiers in that last attack, could we suffer such a loss again, is what we must ask ourselves before committing to this attack."
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