RK47
collides like two planets pulled by gravity
Chapter 0: Once Again...
Chapter 1: King of Kings
Chapter 2: Excalibur
Chapter 3: Lady of the Lake
Chapter 4: Choosing Sides
Chapter 5: Battle for Dorset
Chapter 6: Seeds of War
Chapter 7: Righteous Fury
Chapter 8: The Cursed Sword
Chapter 9: Viroconium
Chapter 10: Viroconium - Part 2
Chapter 11: The Vision
Chapter 12: The Lost Children
Chapter 13: The Battle for West Mercia
Chapter 14: The Missing Hermit
Chapter 15: Against the Sidhe
Chapter 16: On the Druids' Trail
Chapter 17: The Wolflord
Chapter 18: The Wrath of Sir Caradoc
Chapter 19: In Defense of Camelot
Chapter 20: First Blood
Chapter 21: A Bold Plan
Chapter 22: A Fragile Strength
Chapter 23: Return to Camelot
Chapter 24: My Dear Camelot
Chapter 25: Renewal of Faith
Chapter 26: Darkness Over Britannia
Chapter 27: Arise, Knights of the Holy Grail
Chapter 28: Fall Beneath Our Steed
Chapter 29: End of Wales
Chapter 30: Divine Legendary Christian Artifacts
Chapter 31: Be Just or Be Dead
Chapter 32: Pierce the Shrouds
Chapter 33: Banner of Gorlois
Chapter 34: Amulet of Sir Marrick
"Step forth, Arthur of Pendragon," the old sage speaks.
There was no hesitation. The runes etched on the blade glowed as the youth reached for it.
With a mighty grip, the blade was drawn from the stone.
Gasps of disbelief and murmurs of awe filled the hall of kings. The crowd were unsure how to react as the blade shone brighter.
And brighter still. Blinding the crowd momentarily. When the glow dissipated, the skies grew dark and thunders boomed overhead to add further confusion.
Soldiers ran into the hall with fear in their eyes, bringing reports of monstrous hordes amassing in the forests. The mood darkens as accusing glances fell upon the youth with the blade.
"You've doomed us all!", a noble shouted.
"I must leave immediately to defend my kingdom!", another added.
The lords left, anxious to defend their holdings. Only the youth and his brother stood behind. The sage nowhere to be found.
"Kay, what about Cornwall?" the youth finally spoke.
"I doubt the peasants will react calmly to this news. Expect looting and pillage in the province."
"We need to do something about it. I am responsible for this."
"I'd blame Merlin, brother. But he is nowhere to be found, we must deal with this ourselves."
"Do what you must. And may God forgive me for what I've done."
One year later...
Welcome back to another King Arthur's LP. Let's see if I can still finish this LP. I'm trying this on Very Hard difficulty, which is unlocked after beating the campaign once.
Let's recap our first hero, Sir Kay's ability and take stock.
Three types of Knights exists: Warlords, Sages and Champions.
Warlords like Sir Kay carries army support skills while Sages excel at spell casting and Champions are melee monsters.
However, each Knight gains unique set of General Skills, which makes some much better than others. Sir Kay carries Cloud of Arrow, Healing, and Anti-magic. He also comes with Fog of Avalon. The rest aren't really that great.
General Skills highlights:
-Cloud of Arrow causes archers to temporary shoot 3 arrows instead of one. Effectively tripling their damage output. I'll be pumping this exclusively for Sir Kay to power through the early game.
-Healing isn't a bad skill. It heals every unit's percentage hit-points over time, lowering casualty rate.
-Anti Magic adds resistance to magic over an area. This isn't a bad choice to counter area damage spells, but low priority for early game.
-Fog of Avalon could be a nice skill, it affects weather, reducing line of sight and maximum archery range. The biggest issue is that it consumes a lot of mana and is extremely situational, keeping in mind that it also affects our archers as well. Not a great skill.
Statistics breakdown:
Leadership: I'd rate this as the poorest return on investment. Reducing an army upkeep cost is nice but not necessary. If it actually reduces recruitment costs, it would be more worth it. Keep in mind, though, some quests do reward a sizable Leadership like avoiding text adventures army battles or diplomacy options.
Reign: Another poor investment for a war leader. It gives more yield for provinces under the Knight's rule.
Adventure: Mixed bag. It increases an army's movement point, and awards bonus EXP for completed text quests. It might be worthwhile to make Sir Kay a superb Adventurer to have a very mobile army, but it's not really a priority. Adventure also plays a part in 'stealth' options during text adventures like tracking / stealing.
Fight (Combat): Very, very good returns. It improves hit-points and damage output for the knight and his attached unit. Making it VERY tempting to attach a skilled Fighter to an archer squad. However, heroes can't fire bows, so he can't gain much EXP. Champions and Warlords should pump this to gain more edge in combat and rack up EXP from direct kills. Also, constant use in text adventure duels.
Magic : Depending on the class it might be worthwhile to pump more magic to increase mana capacity. Sages would hunger for this since mana cannot be regenerated without special skills or equipments. Also keeping a round number to ensure maximum amount of skill usage is critical since mana is refilled after every battle. Magic is also available as an option in some text adventures.
Overall, I'd rate Sir Kay as a very average knight to take. There will be better choices later on. Also, I skipped past the first two tutorial battles and straight towards the first quest.
What is unique about the King Arthur's campaign is the somewhat branching campaign that rewards(or punish) players differently for each choice they made. Also, siding with differing sides and solving quests in certain manners will grants a morality shift towards Good/Evil and Old Faith/Christianity. You can ignore the quest altogether and just go on a rampage throughout the whole Britannia, but if you want that, go play the Saxons DLC.
But the loose structure of the campaign tends to mess up beginning players if they trigger certain conditions too early, forcing them to reload or struggle through with lesser resources. I look forward to their sequel to expand more of it.
Winter season comes, and it's the only time of the year when you can increase your stats and skills.
Units gain experience and level up accordingly. At the 5th & 10th level, you can pick an unique unit trait. It makes keeping veteran units alive very rewarding and losses more painful since replacements are more expensive! Sir Kay gets Cloud of Arrow skill.
I'd add more, but I'm a little tired from the flight and unpacking. I'll cover the battle tomorrow. That's all for the first introductory refresher course of King Arthur the Roleplaying Wargame.
Chapter 1: King of Kings
Chapter 2: Excalibur
Chapter 3: Lady of the Lake
Chapter 4: Choosing Sides
Chapter 5: Battle for Dorset
Chapter 6: Seeds of War
Chapter 7: Righteous Fury
Chapter 8: The Cursed Sword
Chapter 9: Viroconium
Chapter 10: Viroconium - Part 2
Chapter 11: The Vision
Chapter 12: The Lost Children
Chapter 13: The Battle for West Mercia
Chapter 14: The Missing Hermit
Chapter 15: Against the Sidhe
Chapter 16: On the Druids' Trail
Chapter 17: The Wolflord
Chapter 18: The Wrath of Sir Caradoc
Chapter 19: In Defense of Camelot
Chapter 20: First Blood
Chapter 21: A Bold Plan
Chapter 22: A Fragile Strength
Chapter 23: Return to Camelot
Chapter 24: My Dear Camelot
Chapter 25: Renewal of Faith
Chapter 26: Darkness Over Britannia
Chapter 27: Arise, Knights of the Holy Grail
Chapter 28: Fall Beneath Our Steed
Chapter 29: End of Wales
Chapter 30: Divine Legendary Christian Artifacts
Chapter 31: Be Just or Be Dead
Chapter 32: Pierce the Shrouds
Chapter 33: Banner of Gorlois
Chapter 34: Amulet of Sir Marrick
"Step forth, Arthur of Pendragon," the old sage speaks.
There was no hesitation. The runes etched on the blade glowed as the youth reached for it.
With a mighty grip, the blade was drawn from the stone.
Gasps of disbelief and murmurs of awe filled the hall of kings. The crowd were unsure how to react as the blade shone brighter.
And brighter still. Blinding the crowd momentarily. When the glow dissipated, the skies grew dark and thunders boomed overhead to add further confusion.
Soldiers ran into the hall with fear in their eyes, bringing reports of monstrous hordes amassing in the forests. The mood darkens as accusing glances fell upon the youth with the blade.
"You've doomed us all!", a noble shouted.
"I must leave immediately to defend my kingdom!", another added.
The lords left, anxious to defend their holdings. Only the youth and his brother stood behind. The sage nowhere to be found.
"Kay, what about Cornwall?" the youth finally spoke.
"I doubt the peasants will react calmly to this news. Expect looting and pillage in the province."
"We need to do something about it. I am responsible for this."
"I'd blame Merlin, brother. But he is nowhere to be found, we must deal with this ourselves."
"Do what you must. And may God forgive me for what I've done."
One year later...
Welcome back to another King Arthur's LP. Let's see if I can still finish this LP. I'm trying this on Very Hard difficulty, which is unlocked after beating the campaign once.
Let's recap our first hero, Sir Kay's ability and take stock.
Three types of Knights exists: Warlords, Sages and Champions.
Warlords like Sir Kay carries army support skills while Sages excel at spell casting and Champions are melee monsters.
However, each Knight gains unique set of General Skills, which makes some much better than others. Sir Kay carries Cloud of Arrow, Healing, and Anti-magic. He also comes with Fog of Avalon. The rest aren't really that great.
General Skills highlights:
-Cloud of Arrow causes archers to temporary shoot 3 arrows instead of one. Effectively tripling their damage output. I'll be pumping this exclusively for Sir Kay to power through the early game.
-Healing isn't a bad skill. It heals every unit's percentage hit-points over time, lowering casualty rate.
-Anti Magic adds resistance to magic over an area. This isn't a bad choice to counter area damage spells, but low priority for early game.
-Fog of Avalon could be a nice skill, it affects weather, reducing line of sight and maximum archery range. The biggest issue is that it consumes a lot of mana and is extremely situational, keeping in mind that it also affects our archers as well. Not a great skill.
Statistics breakdown:
Leadership: I'd rate this as the poorest return on investment. Reducing an army upkeep cost is nice but not necessary. If it actually reduces recruitment costs, it would be more worth it. Keep in mind, though, some quests do reward a sizable Leadership like avoiding text adventures army battles or diplomacy options.
Reign: Another poor investment for a war leader. It gives more yield for provinces under the Knight's rule.
Adventure: Mixed bag. It increases an army's movement point, and awards bonus EXP for completed text quests. It might be worthwhile to make Sir Kay a superb Adventurer to have a very mobile army, but it's not really a priority. Adventure also plays a part in 'stealth' options during text adventures like tracking / stealing.
Fight (Combat): Very, very good returns. It improves hit-points and damage output for the knight and his attached unit. Making it VERY tempting to attach a skilled Fighter to an archer squad. However, heroes can't fire bows, so he can't gain much EXP. Champions and Warlords should pump this to gain more edge in combat and rack up EXP from direct kills. Also, constant use in text adventure duels.
Magic : Depending on the class it might be worthwhile to pump more magic to increase mana capacity. Sages would hunger for this since mana cannot be regenerated without special skills or equipments. Also keeping a round number to ensure maximum amount of skill usage is critical since mana is refilled after every battle. Magic is also available as an option in some text adventures.
Overall, I'd rate Sir Kay as a very average knight to take. There will be better choices later on. Also, I skipped past the first two tutorial battles and straight towards the first quest.
What is unique about the King Arthur's campaign is the somewhat branching campaign that rewards(or punish) players differently for each choice they made. Also, siding with differing sides and solving quests in certain manners will grants a morality shift towards Good/Evil and Old Faith/Christianity. You can ignore the quest altogether and just go on a rampage throughout the whole Britannia, but if you want that, go play the Saxons DLC.
But the loose structure of the campaign tends to mess up beginning players if they trigger certain conditions too early, forcing them to reload or struggle through with lesser resources. I look forward to their sequel to expand more of it.
Winter season comes, and it's the only time of the year when you can increase your stats and skills.
Units gain experience and level up accordingly. At the 5th & 10th level, you can pick an unique unit trait. It makes keeping veteran units alive very rewarding and losses more painful since replacements are more expensive! Sir Kay gets Cloud of Arrow skill.
I'd add more, but I'm a little tired from the flight and unpacking. I'll cover the battle tomorrow. That's all for the first introductory refresher course of King Arthur the Roleplaying Wargame.