Endemic
Arcane
- Joined
- Jul 16, 2012
- Messages
- 4,450
Update 23: Chapter 3-2 - Ponies and Thieves (part 1)
Carmal: Sorry, I just can't. Business can't keep up with supply these days, so prices are high. If I gave out discounts to everyone, I'd be out of business fast.
Ward: That's a shame... but I completely understand.
Carmal: Wish I could help, but I can't. There aren't enough horses to go around these days as it is.
Ward: Still, how are we to afford always buying new horses as this war drags on and on...?
Carmal: Hmm...
Ward: If I were to purchase new horses, we would have funds for little else... My liege would be disappointed...
Carmal: Sir Ward! I've got an idea!
Ward: What is it, Carmal?
Carmal: If you're worried about the cost,
Carmal: About half a day north of the city, there's a village with several herds of wild horses roaming nearby. They're tough to catch and even tougher to train, but they won't cost you a thing.
Ward: That may not be a bad idea... I will take it into consideration. Thank you, Carmal.
Carmal: Sure. Just remember, though, they won't be as nice as my horses!
Since there are only 5 deployment slots, I'll need to do some roster and inventory management. The nearly broken longbow that Sherlock was holding goes towards crafting Rossweisse at the atelier:
I hire Faye (500) and Faramir (850). Since there will almost certainly be a catch to this mission, I'm also bringing along Czene, Sylvis and Volo.
There are no good bows left in inventory or the shop, so Sylvis will have to pick her shots carefully. Weapons have a decent chance of breaking on orange durability.
The map is littered with trees, so knights will be hampered considerably. Thieves have no movement penalty in forested terrain, of course. Speed is of the essence here, if you want to retrieve any of the horses.
The leader of this gang is Seamus, a wanted man at the mercenary guild:
While most of his stats are mediocre, 40hp means it will take multiple units to deal with him in 1 turn. The Estoc will bypass shields and counter makes him more of a threat in melee. Incidentally, Estocs were anti-armour swords historically: https://en.wikipedia.org/wiki/Estoc
Seamus: After many months of ardous travel, we have finally made it to our glorious destination!
Thief: Months? We've only been on the road for three days...
Seamus: See the bigger picture, lad! With the taking of these horses, we will rise from the ashes!
Seamus' Goon: Three cheers for the boss!
Seamus' Goon: Here, here!
Seamus' Goon: Huzzah!
Czene: I wonder how Dad and the others are doing these days...
A thief catches the pale horse in the northeast:
There is an enemy escape point immediately north of the fort, and one in the southeast. I move Czene up first. The thief that captured the horse moments earlier brings it to Seamus:
Thief: She's just a foal, boss... She'll get bigger.
Seamus: Huh? A-Ah, of course! I knew that! I was simply testing you!
Thief: .....
Seamus: Ahem... Right, then! Bring this captured steed to the shack, and do not allow her to escape.
Heh. Seamus is somewhat memorable, for a minor villain. I split up my team, with Czene and Faramir cutting through the trees:
Seamus and his gang haven't moved yet:
Czene acquires a horse.
The opposition scatters to follow suit.
Faye kills the nearby archer with a critical hit from her cutlass:
A thief picks up another horse.
By the end of the turn, most of the enemies are hidden in the forest:
On turn 4, Czene spots a couple of them, fending off a thief in the process.
As the rest of my units advance, Seamus' goons retrieve a horse:
At the start of turn 5, Seamus gives his men a brief speech.
Seamus: Go forth and capture more horses! ...Capture them, I say!
Three more of his gang emerge from the fort:
One of them has a Mahakali (aka devil axe).
Carmal: Sorry, I just can't. Business can't keep up with supply these days, so prices are high. If I gave out discounts to everyone, I'd be out of business fast.
Ward: That's a shame... but I completely understand.
Carmal: Wish I could help, but I can't. There aren't enough horses to go around these days as it is.
Ward: Still, how are we to afford always buying new horses as this war drags on and on...?
Carmal: Hmm...
Ward: If I were to purchase new horses, we would have funds for little else... My liege would be disappointed...
Carmal: Sir Ward! I've got an idea!
Ward: What is it, Carmal?
Carmal: If you're worried about the cost,
Carmal: About half a day north of the city, there's a village with several herds of wild horses roaming nearby. They're tough to catch and even tougher to train, but they won't cost you a thing.
Ward: That may not be a bad idea... I will take it into consideration. Thank you, Carmal.
Carmal: Sure. Just remember, though, they won't be as nice as my horses!
Since there are only 5 deployment slots, I'll need to do some roster and inventory management. The nearly broken longbow that Sherlock was holding goes towards crafting Rossweisse at the atelier:
I hire Faye (500) and Faramir (850). Since there will almost certainly be a catch to this mission, I'm also bringing along Czene, Sylvis and Volo.
There are no good bows left in inventory or the shop, so Sylvis will have to pick her shots carefully. Weapons have a decent chance of breaking on orange durability.
The map is littered with trees, so knights will be hampered considerably. Thieves have no movement penalty in forested terrain, of course. Speed is of the essence here, if you want to retrieve any of the horses.
The leader of this gang is Seamus, a wanted man at the mercenary guild:
While most of his stats are mediocre, 40hp means it will take multiple units to deal with him in 1 turn. The Estoc will bypass shields and counter makes him more of a threat in melee. Incidentally, Estocs were anti-armour swords historically: https://en.wikipedia.org/wiki/Estoc
Seamus: After many months of ardous travel, we have finally made it to our glorious destination!
Thief: Months? We've only been on the road for three days...
Seamus: See the bigger picture, lad! With the taking of these horses, we will rise from the ashes!
Seamus' Goon: Three cheers for the boss!
Seamus' Goon: Here, here!
Seamus' Goon: Huzzah!
Czene: I wonder how Dad and the others are doing these days...
A thief catches the pale horse in the northeast:
There is an enemy escape point immediately north of the fort, and one in the southeast. I move Czene up first. The thief that captured the horse moments earlier brings it to Seamus:
Thief: She's just a foal, boss... She'll get bigger.
Seamus: Huh? A-Ah, of course! I knew that! I was simply testing you!
Thief: .....
Seamus: Ahem... Right, then! Bring this captured steed to the shack, and do not allow her to escape.
Heh. Seamus is somewhat memorable, for a minor villain. I split up my team, with Czene and Faramir cutting through the trees:
Seamus and his gang haven't moved yet:
Czene acquires a horse.
The opposition scatters to follow suit.
Faye kills the nearby archer with a critical hit from her cutlass:
A thief picks up another horse.
By the end of the turn, most of the enemies are hidden in the forest:
On turn 4, Czene spots a couple of them, fending off a thief in the process.
As the rest of my units advance, Seamus' goons retrieve a horse:
At the start of turn 5, Seamus gives his men a brief speech.
Seamus: Go forth and capture more horses! ...Capture them, I say!
Three more of his gang emerge from the fort:
One of them has a Mahakali (aka devil axe).