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Tzacol Concepts

 Post subject: Re: Tzacol Concepts
PostPosted: Tue May 20, 2014 5:21 pm 
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The Frogulans need very small numbers on the tabletop to fill an army, so we need to consider that in their doctrine. I'm thinking in particular of the Protoss from Starcraft: very powerful and mobile, but they field small numbers and require micro-management. One important form of micromanagement is the management of energy points-- without energy points, a unit is good for its type but not worth the points. With energy points, even one unit can be overwhelming.

Here's some ideas. I came up with them in part because they violate some rules about how we normally play minis games.

Pyramid: (Some kind of structure). This is their principal gateway / energy node. Other units can transport into and out of them. They also provide energy points for powering various abilities. Simply place a large blast template at up to 30cm-- all friendly units under that template have access to up to one power point per template. At the end of every turn, center a large blast market on the Pyramid itself-- if any other pyramid is under the template, it takes autohits due to the field interaction. (So the idea is to get as many energy points into critical units as possible without clumping up your pyramids. Tzacol players spend much of their time fiddling with their force's geometry, must like a 19th century Clausewitzian strategist.) Pyramids can move by teleporting to their portal marker in the move phase; they can move the portal marker instead of shooting. (Thus while the pyramid ignores terrain, you have to plan your moves in advance and telegraph them to your opponent. It's also a good excuse to have a moving terrain piece.) The pyramid uses an artillery-like attack centered on itself as its only defense.

Barrier field generator: This unit has a frontal force field that blocks line of fire in both directions. Its weapon is a Geodesic Disruptor-- a gun that fires in a "straight" line across some higher dimension and so appears to arc over and around obstacles. (The idea is that you end up putting your artillery in front of your army due to its short range and shielding. While powerful, it also needs supporting infantry or it's screwed.) It teleports like a pyramid, but requires an energy point to do so.

Infantry: The standard Frogulan infantry formation is blessed with genetic upgrades, biomodification, levitation packs, force shielding and power armor. Their standard weapon is an Eigenvector Spacial Manipulator; other races call them "thunder guns" for the terrifying roaring sound they make. Geared out like this, it's fortunate that such formations are small and expensive. In game, Frogulan infantry attacks like a short-range, direct-fire artillery barrage, effective against vehicles and other infantry. Very short range Reactive Fields allow them to operate effectively in assault. Their shields are ablative but can be restored with energy points.

Every unit can also have a portal trooper who can create a portal marker instead of firing. They place portals like Pyramids; any number of bases can pass through the portal in the move phase but a formation split between the portal and its portal trooper must be in cohesion with one another AND either the portal or its trooper. (In practical terms, this means that if the trooper base is destroyed, or the portal trooper passes through his portal last, then his formation loses cohesion and falls apart.) Usually, a trooper near death can be teleported clear in time, but as a game effect this is identical to being killed.

Arbitration Sphere: This unit floats above the battlefield. Mostly, these are space fighters operating in support of ground actions, but they can also house a command crew and the battle's general. It's a quantum projection, meaning that the sphere is actually somewhere else; usually the ground or a space ship. This makes the projection far more vulnerable to weapons fire, but does keep the pilot or general out of direct danger. It can fire a variety of weapons at ground and air targets. It resembles a solar system diagram, with many subordinate spheres circling the main one.

These are just some ideas I'm brainstorming. Any value? Or should I stop?


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 Post subject: Re: Tzacol Concepts
PostPosted: Wed May 21, 2014 10:25 pm 
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No, keep going.

I want to add to what I put forth in my earlier post, but I can't think of anything myself. If anyone seriously did like my ideas, that's good. But I'll try to come up with something else soon, as well.

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 Post subject: Re: Tzacol Concepts
PostPosted: Sun May 25, 2014 8:29 am 
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Waaaaay late to this discussion and only read from page 5.

How about they are so advance their mortality rate is near 0%, they spawn so many eggs each breeding season that they've been having constant population crisis for the last few millennia so they send hords off while they're still young and stupid to die. But commanded by a commander with high-tech gear and his bodyguards to make sure a good percentage do die. AND they have an unhealthy gambling habbit and like to bet on whose offsprings will survive most. ALSO in Tzacol culture killing off your younglings is getting rid of competitions.


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 Post subject: Re: Tzacol Concepts
PostPosted: Sun May 25, 2014 8:56 am 
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Echoco wrote:
Waaaaay late to this discussion and only read from page 5.

How about they are so advance their mortality rate is near 0%, they spawn so many eggs each breeding season that they've been having constant population crisis for the last few millennia so they send hords off while they're still young and stupid to die. But commanded by a commander with high-tech gear and his bodyguards to make sure a good percentage do die. AND they have an unhealthy gambling habbit and like to bet on whose offsprings will survive most. ALSO in Tzacol culture killing off your younglings is getting rid of competitions.


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 Post subject: Re: Tzacol Concepts
PostPosted: Sun May 25, 2014 10:02 am 
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That sounds interesting! Could sway me into accepting lesser frogs acting as a shield for the near untouchable megatoads, who are probably fierce rivals as well.

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 Post subject: Re: Tzacol Concepts
PostPosted: Sun May 25, 2014 11:52 pm 
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Yes, very much like Frank Herbert's Gowachin - especially the need to cull huge numbers of offspring. The fact that they are so highly advanced that they live centuries would make it imperative that they need to lower their numbers somehow and this would be one way to do it that also tended to strengthen certain traits like courage, intelligence, command ability, tactical thinking and so forth. ( Not a pleasant race in the end, perhaps, though it might tend to make them think seriously about conflict when they have all been in it ).

My vote is for this concept :)


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 Post subject: Re: Tzacol Concepts
PostPosted: Mon May 26, 2014 3:36 am 
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All interesting ideas for a new race.
The original Space Frogs had life cycles as both individuals and a race ,which saw them change roles not necessarily based on age.


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 Post subject: Re: Tzacol Concepts
PostPosted: Wed Jul 16, 2014 2:16 pm 
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Hi everyone - Just wanted to let you know that the Tzacol are still going to get love this wave - just have to finish up some other stuff first. Namely the OTC stuff which is in high demand.

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 Post subject: Re: Tzacol Concepts
PostPosted: Wed Jul 16, 2014 3:15 pm 
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Looking forward to seeing the end results ! 8)

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 Post subject: Re: Tzacol Concepts
PostPosted: Sat Jul 19, 2014 11:15 am 
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deacon wrote:
Hi everyone - Just wanted to let you know that the Tzacol are still going to get love this wave - just have to finish up some other stuff first. Namely the OTC stuff which is in high demand.



Making the OTC items look so damn good has a penalty I guess :D


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 Post subject: Re: Tzacol Concepts
PostPosted: Sat Jul 19, 2014 6:36 pm 
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Hi!

Good things arrive for those whom wait. ;)

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 Post subject: Re: Tzacol Concepts
PostPosted: Thu Sep 04, 2014 3:57 am 
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It has begun -

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 Post subject: Re: Tzacol Concepts
PostPosted: Thu Sep 04, 2014 7:22 am 
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After this, my 6mm life will be complete. Well. Almost.

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 Post subject: Re: Tzacol Concepts
PostPosted: Thu Sep 04, 2014 1:10 pm 
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WOO !!!!! WOO !!!! :spin :spin :spin :spin

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 Post subject: Re: Tzacol Concepts
PostPosted: Thu Sep 04, 2014 3:25 pm 
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YES!
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