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Completed Let us RECLAIM THE HOLY LAND

Unwanted

Janise

Unwanted
Joined
May 14, 2017
Messages
727
am already bored out of my mind
 

Erebus

Arcane
Joined
Jul 12, 2008
Messages
4,763
Give the banner to the Pope, give Solomon's relics to the Templars and follow the german plan.
 

oscar

Arcane
Joined
Aug 30, 2008
Messages
8,036
Location
NZ
Banner for faith, Templar for the event and Templar plan it sounds fun.
 

Darth Roxor

Royal Dongsmith
Staff Member
Joined
May 29, 2008
Messages
1,878,406
Location
Djibouti
CHAPTER X - DESERT STORM

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First, I give the relics of Solomon to the Templars. To ease His Holiness's butthurt, I send him the banner of Alexander as a consolation prize.

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This pushes us through another Templar rep threshold and also gives us a lvl 7 Templar unit for free. P. good too because we've been lacking good meatshields a number of times.

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The new available Knights Templar unit we've already seen in the Renegade Templars interlude, but here we can inspect them up close.

They are better in all ways than the Crusader Knights I've got just recently, but they also happen to cost an arm and a leg.

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However, upgrading the crusaders into them is well within our reach. Perhaps even after the next mission if we don't suffer too many losses.

And speaking of next mishuns:

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Germon plan wins, and so we'll attack in two phases.

For the first phase, I take Richard and the Templars (sounds like some alt rock band name) as shock troops, Light Cavalry with the ranger ability to counter all terrain/weather mods, Styrian Infantry for the javelins and Spearmen in case we have to deal with any horsemen.

Let us embark!



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Sure is sandstormy here, cap'n.

Our enemy is divided into 3 large groups.

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One to the north.

four regiments of seljuk warriors... :lol:

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Another to the east.

Three regiments of seljuk warriors... :lol:

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And the "main force" at the oasis.

They are also just trash-tier seljuks.

What is this, the annual scrublord integration party? :lol:

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Oh, the map is wiped of vision the moment we start the battle.

Let us go north first for the bigger enemy mob.

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Sandstorm works a bit different from night time. Primary difference is that spotted units don't have the ambush bonus - they are only hidden from view by the fog of war, not actually "hidden" hidden.

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Rally 'round, boyz, there's killing to be done.

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Javelins are doubleplusgud vs light infantry. One salvo kills 7 dudes and brings the overall hp of the rest down considerably (as you can tell by the colour of unit number gem going from green to orange-ish)

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And then it's just rushing the bums.

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until desired effect is achieved.

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Relocating east.

The sandstorm drains unit stamina EXTRA fast, even for the Disciplined templars.

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Oh, hello there.

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Form up, prepare javelins.

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Yawn.

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Well, you don't mess with fucking Richard, that's for sure, or he'll send you flying like a golf ball :lol:

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The sandstorm passes and the rest of our dudes join up.

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Yeah, this will be a slaughter.

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Oh, they even decide to come face us in the desert. Very gentlemanlike!

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Time to call upon our French heritage and feed our insatiable appetite for valiant deeds!

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WE WILL CRUSH THEIR SKULLS UNDER OUR IRON TRACKS HORSESHOES

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Getting this close naturally sends the archers running.

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However, we don't want to get caught by all the heavy infantry and spearmen, so we proceed with high-powered manoeuvring.

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You can do lots of cool things when you have multiple cavalry regiments. Split, surround and flank an entire enemy army to get to the soft bitz.

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These poor bowmen never had a chance.

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Trample alone can kill even like 15 of them in an instant. And then they break morale, start running and get cut down on the retreat.

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oh right i forgot i had other units

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Herding the archers into our infantry lets us stuff their faces with javelins. A single volley shreds like half a regiment :hero:

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Then our bowmen do the rest.

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Seljuk spearmen are also put to flight by the arrow barrage.

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Until all that remains are the swordsmen.

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Victory was inevitable :obviously:

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Rick and Ray are still an obnoxious burden on our coffers. Combined, they cost ~6k out of the total ~8k we have to spend on reinforcements.

Needless to say, I don't spend a single penny on these fucks. For I have better things to do:

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:smug: :smug: :smug:

Some level-ups

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Raynald is a certified useless cretin, so I give him the healer we got from the last mission.

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Crossbowmen get a new tier of unlocks. Fervor is 100% useless for them, so naturally I pick arms-bearer.

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The knights templar get a new set of abilities. As tempting as Experienced Retainers is, I don't expect them to lose too many men. Although I'm p. sure replacing any losses will be costly as hell, maybe even 1k a piece.

Still, the prospect of turbo-knights is too lulzy to pass up, so I give them Haste.

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The last mission also got us this relic. Spoiler: it's completely, completely useless.

Richard atm has 170 ranged defence. For comparison, the Knights Templar have 110. Templars have like 70. So he's more or less invincible vs archers right now already.

So yeah, off to the Pope it goes, I'm sure he can use a fancy paperweight.

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New politicool event.

Choice looks simple, but it carries dreadful consequences!!!

We either pay 4k and get +1 faith/+1 papal rep.
Or we pay 1k and get +2 templar rep/-1 papal rep.

:hmmm:

Where next to conquer?

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Arabia. The final sub-hard mission on the map.

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Only one plan available. Teutons again.

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We must secure Wadi al-Badi in a two-phased attack.

First, we have to reach the oasis and duke it out with some Saracens while the Germans build fortifications and siege weapons.

Once the defences are set up, a bigger jihadi force will come to try to wrestle the oasis from us.

Doesn't sound too bad. Also, easy difficulty suggests they'll prob all be trash seljuks too.


So the only question is:

Wot do about the plague?
 

Erebus

Arcane
Joined
Jul 12, 2008
Messages
4,763
The mere idea of using the knowledge of Saracens is super-heretical. No wonder the Templars ended up burned at the stake !

Let's do it anyway.
 

Darth Roxor

Royal Dongsmith
Staff Member
Joined
May 29, 2008
Messages
1,878,406
Location
Djibouti
CHAPTER XI - OVERWHELMING ODDS

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Nothing but heretics itt :rpgcodex:

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Good job, retards, you've just killed our cheaper reinforcements policy to save a measly 3k geld :argh:

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Nevertheless, off to Arabia we go.



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Such varied territory!

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In the middle are these two victory locations that we have to take.

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There's also one stashed in the corner, fucked if I know what good that one is supposed to serve.

Imma cap it with some cavalry anyway.

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Easy difficulty once again rears its head as it puts trash seljuks against us. Booooriiiing.

Battle starts!

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The infantry that started ahead of the main enemy force almost beat us to the central points. Can't outrun da cavalry, yo.

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oh hello there

suddenly a trebuchet appeared on the hill

not that i mind

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We quickly dispose of the saracen scouts and let the others approach while our archers catch up.

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Also capped this thingy here. Well, at least the crusader elite will have a good place to flank from now.

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Pulling back a little.

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And then the archery slaughterfest starts :hero:

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Seljuk bowmen are about to get bumrushed from the flank.

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Meanwhile we turn the swordsmen into pincushion.

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Row, row, row yer boat.

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Place your bets, can the turks reach the crossbowmen before they are...

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nope :M

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Phase 2 setup starts once we're done butchering the little green men.

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I put up a ballista, a guard tower, a whole field of caltrops and camo for all archers.

Also wanted to camo the knights templar, but missclicked and hid the ballista instead :argh:

also2 this set up phase makes me wonder why it was so imperative to protect the trebuchet during phase 1 but eh whatever :hmmm:

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Start battle, more kebab materialises.

Again, trash seljuks. Seriously?

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These two horse archer regiments are the only thing out of the ordinary.

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Bad news for them, that side is exactly where I planted my own cavalry :troll:

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und hallo thar

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KEEP FIRING TILL THEY SEE THE GLOW OF OUR BARRELS oh wait wrong game

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:hero:

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won't have to worry about those horse archers anymore either :hero:

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Now that the horsemen have gtfo'd under our barrage, we can target the remaining force.

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The retreating cavalry suffer critical morale fail and take most of their comrades' morale with them :M

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wtf are you doing raynald, you cretin

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And now, you may observe

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the morale domino effect

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as all of them break one by one

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Until it's the ENTIRE ARMY that's sent running :lol:

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Spoiler: the overwhelming odds in the update title were NOT supposed to mean the odds faced by us :lol:

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All too easy :obviously:

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I'm only disappointed attacking this province didn't send us to Palmyra, because it seems present on the overland map, judging by the roman ruins stashes in the lower-right corner.

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Reinforcements are barely over 1k gold (you gotta subtract the 6k+ leeched by Rick and Ray)

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Styrian Infantry get a new skill. Shield wall (increased ranged defence) is imperative for any non-heavy unit.

Since we have 10k spare geld, I hired 3 kaptins for a bunch of regiments and also bought some armour/weapon upgrades here and there.

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Also, we can now recruit Styrian Infantry. Yeah, no way I'm doing that when our army is already at cap. I'm still sad about the vassals we lost in Cyprus though because 2 styrians would be pretty neat to have for the double javelin spam, but it's not important enough for me to get a new regiment altogether.

Furthermore, POLOTIX AHOY!

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Seems like someone couldn't keep his dick in his pants!

The options are somewhat randumb.

- Throw the Templars under the bus and piss them off, but get Papal rep and a reric.
- Admit guilt and pay 5k geld, but get German rep and an elixir.
- Tell everyone to fuck off and get French rep and a healer.

Why exactly would admitting guilt give us a rep bonus with the Germans, and why would they reward us with an elixir for it?
mystery.png


Still, the conquest train calls. Choo choo, all aboard.

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Next stop: Al-Jazira. Welcome to the major leagues, Codexia.

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How dare these Saracen devils poison our wells?! We'd never stoop so low!! :argh:

Only one pran available.

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And it's about as straight-forward as a stick. Invade oasis and kill everyone. Got it!

However, you may just as well decide where our next trip will take us. There are three more hard missions available, and these are all enemy HQs!

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The (fake) Caliphate of Cairo

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The Seljuk Sultanate of Rum.

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The Islamic State of Iraq Caliphate of Baghdad.


Tyranny of choices abounds!
 

Erebus

Arcane
Joined
Jul 12, 2008
Messages
4,763
Let's deny those ridiculous accusations. We couldn't possibly have hired such incompetent assassins.

Fighting the Seljuk offers the largest reward, so let's do it.
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
9,839
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Deny the accusations, then destroy the seljuks. May their trash tier units never bother us again.
 

Azira

Arcane
Patron
Joined
Nov 3, 2004
Messages
8,519
Location
Copenhagen, Denmark
Codex 2012
He has too much gold on his hands. Admit guilt and pay 5000 ducats. You get an elixir for it! :troll:

Also, do the forest/hill mission, see if the losses you incur outweigh the 25K reward.
 

Kipeci

Arcane
Joined
May 22, 2012
Messages
3,027
Location
Vicksburg
Is there any drawback to losing battles aside from missing out on rewards and your expensive imported men perishing? For instance, would you lose fame or see kebab & falafel reclaim any of their clay, or would it just be that you pay for reinforcements and try again with maybe a different strategy?
 

RK47

collides like two planets pulled by gravity
Patron
Joined
Feb 23, 2006
Messages
28,396
Location
Not Here
Dead State Divinity: Original Sin
Is there any drawback to losing battles aside from missing out on rewards and your expensive imported men perishing?

Yes.

The drawback is called GAME OVER :M

:lol: Yeah this isn't a that kind of game. Treat it like an RTS Campaign where you can pick whatever mission you wanna do in any order as long it's a valid target which is why I didn't find it as engaging as King Arthur with its constant map pressure and expiring objective (8 turns until rebellion wreck your province!!!) with negative consequences.
 

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