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Finally... => Forum Games and Roleplaying => Topic started by: Iituem on March 18, 2017, 08:43:37 am

Title: Wands Race - [Moskurg] {COMPLETED}
Post by: Iituem on March 18, 2017, 08:43:37 am
Wands Race is now, thanks to evictedSaint, complete!

Forenia remains at war, as it has since time immemorial.  Six months ago, in the hotly disputed mountains of Forenia, an old ruin was discovered belonging to some pre-Forenian people.  Contained within, amongst incidental treasure and corpses, were two wands and two spellbooks.  Unfortunately, those bastard Arstotzkans raided the camp at the last moment and you were only able to get away with half of the loot.  Nevertheless, the discovery has revolutionised war; magic is real, and your nation has been able to train a handful of wizards based off the spellbook and wand you recovered.  The only problem now is trying to figure out more spells and ways to make use of your magic to get one over on those bastard Arstotzkans!

Torches light the streets and rain falls constantly from the sky. You are meeting around a table strewn with parchment and quills, in a longhouse under watch by the local King's guard. After a period of extended argument discussion, the old team of wizards has been murdered in their sleep dismissed, and you have been chosen to replace them.

You are the glorious people of Moskurg.  Your people excel in the hot open desert which you call your home, and your armies consist primarily of large, massed cheap infantry armed with spears and poorly armoured, led by scale-mail armoured cavaliers who excel at cavalry combat and mobility in battle.  About a third of your forces are archers, equipped with short-ranged self bows whose numbers allow them to assist infantry in main battle and whose mobility serve them well in ambush situations.  Your cavalry are lightly armoured and geared towards hit and run strategies, providing support for your archers in pre-battle skirmishes.  Your sailships are fast and fleet, able to manoevre around foes and hold captured coastline well, but they can only carry limited infantry to support a battle on land.

To play for this glorious side, post here.  You can only play for either Arstotzka or Moskurg, so choose wisely.  Out of respect for the other team, stay out of their thread.  Post banter and such in the core thread (http://www.bay12forums.com/smf/index.php?topic=163275.0).

To begin with, players should vote on which wand and spellbook their side has.  You can only have one of each, so choose wisely.


To play, during the Design Phase either post a design for a new item or spell, or quote someone else's design and add a +1.  You can only design or support one design, so if you change your mind go back and strike out your earlier post to make my life easier when totting up votes.

Spoiler: State of Forenia, 910 (click to show/hide)


For my own use and anyone else who wants to use it, I'm going to post an index here so we can go back and see what happened easier. I'll try to keep this updated as the game goes on.

Starting Post (http://www.bay12forums.com/smf/index.php?topic=163276.msg7394358#msg7394358)
Battle 910 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7394813#msg7394813)
Battle 911 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7395945#msg7395945)
Battle 912 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7398012#msg7398012)
Battle 913 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7399767#msg7399767)
Battle 914 <- Doesn't exist/Is Labeled as 915
Battle 915 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7400806#msg7400806) <- Actually 914
Battle 916 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7403100#msg7403100)
Battle 917 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7406635#msg7406635)
Battle 917 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7409382#msg7409382) <- No date in the battle report, and then it says we are entering the 917 Design Phase. Probably the Math Error of 914 catching up to the dates and causing accidental time travel.
Battle 918 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7411213#msg7411213)
Battle 919 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7413193#msg7413193)
Battle 920 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7417335#msg7417335) <- The first battle I voted in!
Battle 921 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7421374#msg7421374)
Battle 922 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7428033#msg7428033)
Battle 923 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7430924#msg7430924)
Battle 924 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7432696#msg7432696)
Battle 925 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7433932#msg7433932)
Battle 926 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7435646#msg7435646)
Battle 927 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7437257#msg7437257)
Battle 928 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7438621#msg7438621)
Battle 929 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7439874#msg7439874)
Battle 930 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7443306#msg7443306)
Battle 931 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7447720#msg7447720)
Title: Re: Wands Race 910 [Moskurg]
Post by: S34N1C on March 18, 2017, 09:39:35 am
I think we should go with either the Illusion or Transmutation spell books. As for the wand,  I would say the wand of Heroism.
Title: Re: Wands Race 910 [Moskurg]
Post by: evictedSaint on March 18, 2017, 11:13:41 am
Clearly we should go with the Wand of Heroism and the Spellbook of Necromancy.

Our men are brave, and the enemy is cowardly.  How could we lose such a war?
Title: Re: Wands Race 910 [Moskurg]
Post by: Nirur Torir on March 18, 2017, 11:51:31 am
I vote Divination spellbook and the Wand of Fireballs Wand of Dispel Magic.

Divination is always wonderful at a strategic level. Unless they choose illusion, we gain a large tactical advantage in nearly every battle. It even comes with Lucky Strike as a direct buff for our shortbows.
Fireballs will be pretty helpful if they go for expensive troops early, and fun even if they don't.

Transmutation & Heroism is an interesting combo for making an elite squad very elite, but we have swarms now and would need to focus on that focus on quality for several turns.

Evocation & Flight would be interesting. Find the enemy easily > Flaming Sphere to their camp during nighttime.
Title: Re: Wands Race 910 [Moskurg]
Post by: Kashyyk on March 18, 2017, 12:11:01 pm
Engineer Wizard Kashyyk, returning to duty!

I'm inclined to got for Transmutation and Wand of Long-Sight. We'll have a set of elite infantry and the wand will let it's user see any ambushes being set up and listen in on the enemy general's orders.
Title: Re: Wands Race 910 [Moskurg]
Post by: Nirur Torir on March 18, 2017, 03:11:32 pm
Thinking about it, that dispel wand is pretty tempting.

Not for the wand itself, but if we can reverse-engineer it, we'll be in a great place in a magic war.

We could probably also learn useful equipment enchantments from wands of heroism, invisibility, flight, or long sight.
Title: Re: Wands Race 910 [Moskurg]
Post by: evictedSaint on March 18, 2017, 03:15:17 pm
Wars are won by the men and women fighting on the front lines.

The Wand of Heroism to give them the courage to face such a herculean task of fighting for their country, and The Spellbook of Necromancy to encourage the enemy to flee like the cowards they are.  How could we lose any battle where the enemy routes the second the melee starts?
Title: Re: Wands Race 910 [Moskurg]
Post by: NUKE9.13 on March 18, 2017, 03:31:41 pm
Yeah, alright. Let's show those vikings whats what.

Anyway. Our strength is in numbers; we employ large amounts of cheap infantry, not a small core of elites. We should look for effects that bolster an entire army in a small way, rather than trying to make our expendable troops better.

I'm inclined to go with the Divination Spellbook, for the tactical benefit it provides (one way for the enemy to beat our superior numbers is through ambush) and the bonus to our archers.
And the Wand of Dispel Magic, because counterspells are always useful, whereas any other magic is situational.
Title: Re: Wands Race 910 [Moskurg]
Post by: Iituem on March 18, 2017, 03:51:20 pm
We have a three way split between transmutation, divination and necromancy, with a clear win for the wand of heroism.  Looking for a tie breaker on the spellbook.
Title: Re: Wands Race 910 [Moskurg]
Post by: Kashyyk on March 18, 2017, 03:54:59 pm
I'll switch my vote from Transmutation to Divination.
Title: Re: Wands Race 910 [Moskurg]
Post by: crazyabe on March 18, 2017, 04:02:10 pm
PTW.
Title: Re: Wands Race 910 [Moskurg]
Post by: evictedSaint on March 18, 2017, 04:10:44 pm
Necromancy is still my vote.  Inspire fear in the enemy and it gives our mass of troops an edge.
Title: Re: Wands Race 910 [Moskurg]
Post by: Iituem on March 18, 2017, 05:29:32 pm
Forenia, 910

In the mountains, Arstotzka has proved to be highly effective, winning nearly all of the skirmishes in the passes and even successfully taking hold of a Moskurger castle.  Moskurg meanwhile has failed to gain any ground at all, as their troops have been sapped in skirmishes before this can even come to pass.  Although Arstotzkan gains are not significant enough to shift the balance of power, continued victories may gain them real ground in the mountains.

The King and his knights put this defeat down to the terrain, for the most part; enemy infantry and ambush tactics are brutally effective and Moskurg massed infantry tactics are less effective, further aided by the Arstotzkan magic which summons clouds of smoke to conceal their men against brave Moskurger archers, and swarms of biting, stinging insects that sap the morale of brave Moskurg soldiers.


In the jungle, Moskurg is mostly able to win in skirmishes against Arstotzka, particularly on the defensive where their apprentices were able to detect ambushes laid in place and encircle them with troops.  In the jungles, Moskurger archers are aided by magic to hit two out of three times, twice as often as before!  Whilst Moskurg and Arstotzka both traded land, with Arstotzka capturing several forts and Moskurg seizing an Arstotzkan gem mine, Moskurg has come out with a slight advantage despite their lack of territorial gains, having slaughtered many fleeing Arstotzkans with their fast sabre-armed cavalry.

Moskurg has sent its one master wizard to the jungle, where their wand of heroism is able to inspire the troops to keep fighting despite the unpleasantly hot conditions.  An elite squad of cavalry with the wizard at their head have conducted several daring raids, inspiring the other troops to fight harder.


Moskurg has had an excellent showing in the plains, where their cavalry focus has come to the fore.  Without terrain to aid the Arstotzkans' ambush tactics, Moskurgers were able to win most skirmishes and bring their massive formation-based armies to bear.  At the same time, the Arstotzkans fielded a very visible wizard in a well-protected contingent on the battlefield; huge balls of fire hurtled over the field when battle was joined, roasting dozens of spearmen at a time.  Moskurgers still seized a major fishing town and butchered the entire local garrison, resulting in further losses for the Arstotzkans as the Moskurgers prove that they can follow up on a victory with great effect.  Moskurg has not yet gained enough territory to be significant, but they are en-route to a significant gain in land on the plains next year.

The King and his knights put this victory down a reasonable amount to the terrain; scattered groups of enemy infantry might work well in the mountains, but they are easy prey for fast, mobile formation forces and cavalry support.  Despite the glorious victories told of, many of the skirmishes have been close and although ambushes are partly held off by simple detection spells and the archers are certainly aided by lucky strikes, the stinging biting wasps the Arstotzkans summon are proving deleterious to morale, although there are not nearly enough of them to affect a full battle.  One of the key advantages magically has been the ability to read enemy thoughts.  This ability is limited to close range, so it can only be reliably applied in skirmishes, and if the Arstotzkans ever give their thanes decent bodyguards they might be able to kill off our wizards before they can carry back their mind scans.  For the mean time however, our 'mystics', as they call themselves, can completely nullify any officer bonuses during skirmishes.

Of particular concern is the very flashy Arstotzkan wizard aiding the battles here on the plains.  Although our fine Moskurger cavalry are able to outpace the enemy regardless, and we have so many expendable troops that the roasting of several hundred in a battle is not such a big problem, their wizard is still very dangerous, especially when attacking Moskurger forts and settlements, which they feel free to burn with impunity.  They have been known to blow up whole skirmishing parties as well, although the damage is slightly mitigated in skirmishes due to their nature.


At sea, luck has favoured the Moskurger forces on the eastern coast, where they have been able to defeat several longships at sea and capture several crucial harbours, including one filled with Arstotzkan ships under repair from earlier battles - they naturally torched the lot.  This represents a significant gain for Moskurg in the battle for naval supremacy in the east, although both sides agree this to be mostly down to luck.

Having avoided losses this year, the King has elected to send additional soldiers to the Mountains and the Plains.


It is 911, the Design Phase.

Propaganda Contest:  The team that provides the most inspiring (or entertaining) description of their nation's master wizard and his/her cohorts will gain a Revision Credit.

Spoiler: State of Forenia, 911 (click to show/hide)

Spoiler: Moskurger Equipment (click to show/hide)
Spoiler: Moskurger Spells (click to show/hide)
Title: Re: Wands Race - 911 Design Phase [Moskurg]
Post by: Nirur Torir on March 18, 2017, 06:28:58 pm
My ideas:

Teletalk spell - It should be easy enough to research and cheap to cast (detect thoughts variant specifically between two mages), and greatly help with unit coordination and recon.

Better wizard training - More wizards per squad means more ambush negation and death-by-arrows. We might even be able to improve screening methods with detect thoughts.

Longer ranged Detect Thoughts - It won't be easy, and might bump it's difficulty, but would help greatly during the main battle phases.

Research Wand of Heroism - Probably hard.

Research Anti-magic - Always useful, and messes with their fog. Very hard, judging by the wand of dispel.

Research Wind Magic - Counters fog and bugs. I'd really rather get more magic practice instead of jumping right in on trying to invent new schools.


The boring option: Light armor. We should be able to get a breastplate for cheap. This is probably better with a revision.



Edit: Let's try for making Detect Thoughts long ranged. I don't think a revise action is enough at our current skill level, and it's our most obvious path for offensive magic. Mind Blast and Confusion would be handy.

The Black Phantasms.
Moskurger's most elite warriors, clad in the most masterfully smithed armor the land has ever known, and further enhanced by powerful ancient magics. Each is easily the worth of ten of their peers, or a hundred Arstotzkans, and would not flee before a thousand. Even before learning magic, none have outwitted their leader. Now that he is a master wizard, able to read the mind of any man* he knows about, and sense any Arstotzkan on the battlefield?
Let them come.

For Moskurger, Glorious Battle!
*The Ministry of Truth has not actually found any evidence that Arstotzkans have minds.
Title: Re: Wands Race - 911 Design Phase [Moskurg]
Post by: NUKE9.13 on March 19, 2017, 02:45:13 am
Really, Asstozka? Wand of Fireballs? Way to be original. What're you going to research next, magic missile?
Guys let's research magic missile.

Actually no.

Longer ranged Detect Thoughts - It won't be easy, and might bump it's difficulty, but would help greatly during the main battle phases.
I feel like we could actually do this (sort of) with a revision? Like, not make it work at super long range, but even slightly longer range (5-10 meters, or something) would be enough to keep wizards out of harm's way whilst they read minds.

I'd actually like to develop something like

Detect Magic - Our enemy is using magic to ambush us in the mountains. Detect Ambush does not work on magical ambushes. We can solve this issue with a fairly simple cantrip designed to detect magic within a given area. If we're lucky, it might even be able to pinpoint the location and/or nature of the magic, but even if it can't, our troops can still march around the area with the magical ambush in it.

I also like the idea of
Teletalk spell - It should be easy enough to research and cheap to cast (detect thoughts variant specifically between two mages), and greatly help with unit coordination and recon.
This would fall into the category of battlefield-wide army bonuses, giving us a major boost to tactical flexibility at comparatively little cost. It should be a fairly simple matter to develop as a modification of Detect Thoughts.

In fact, now that I think about it, I'd prefer to develop Teletalk (+1 to Teletalk), as our enemy's magic is actually pretty overt- you don't need a spell to tell you that a giant fireball is magical. If we aren't winning in the mountains at the moment, well, winning in 2/3 arenas ain't bad.
Title: Re: Wands Race - 911 Design Phase [Moskurg]
Post by: Nirur Torir on March 19, 2017, 08:50:37 am
Teletalk is my secondary pick. It was my first, but it doesn't open the way as much for offensive spells (I'd like to at least be close to an offensive spell, in case they pull something powerful), and one wizard per 5 squads limits its usefulness slightly.

Detect magic is a good idea, and opens new doors, like mage candidate screening and anti-magic. It might be enough to let us know where the wand is before the fireballs start flowing forth, so we could scatter.

I feel like we could actually do this (sort of) with a revision? Like, not make it work at super long range, but even slightly longer range (5-10 meters, or something) would be enough to keep wizards out of harm's way whilst they read minds.
That's still too close to be useful in a full scale battle. If we can get a way to use multiple casters on one spell first, then we might be able to use a mere revise action to get it long ranged enough.
Title: Re: Wands Race - 911 Design Phase [Moskurg]
Post by: S34N1C on March 19, 2017, 09:47:18 am
So who's doing the propoganda? I'm shit at that kind of thing.


+1 to teletalk
Title: Re: Wands Race - 911 Design Phase [Moskurg]
Post by: Kashyyk on March 19, 2017, 12:24:36 pm
I plus one teletalk. As it is written, the Arstotzkan's will have to infer from Iituem's descriptions as to our spell. As it is subtle that will be hard to do. They'll have no idea what our spell is;, only that we're weirdly organised and reactive.
Title: Re: Wands Race - 911 Design Phase [Moskurg]
Post by: evilcherry on March 19, 2017, 12:30:26 pm
Always a Moskurger.

+1 to Teletalk

Given their lack of brains capable of thought, Astrotakans can only command the most straightforward kind of magic or the fireball.
Title: Re: Wands Race - 911 Design Phase [Moskurg]
Post by: NUKE9.13 on March 19, 2017, 12:48:11 pm
Some propaganda, then:

al-Mutriqa (The Hammer) is a pious man, driven by a single vision; to bring the Light of God to the heathen Arstotzkans. And he truly, in his heart of hearts, believes that the best way to do this is to crush their heads until they convert. He is an accomplished warrior, well-read scholar, master poet, and wizard extraordinaire.
He did not set out to become a wizard; he simply read the Spellbook out of idle curiosity, hoping to perhaps find some inspiration for a new poem. Yet what he read turned some switch in his brain, and he saw in those ancient pages another aspect of his God; a new way to praise His name and do His deeds. He wrote his poem, in the end, and several more. But these poems were also treatises on the nature of magic, and attempts to combine elements of the faith with it.
al-Mutriqa wears fine scalemail armour ((If wizards can wear armour in this setting)) beneath his flowing robes, which are opulently dyed in yellow, red, and purple. A helmet is worn beneath his turban. In one hand he holds a mace, in the other an open spellbook. When he casts he is surrounded by a glowing light, which he claims is the Light of God made manifest through his devotion.
As a poet and a scholar, he is considered a paragon by the nobles of Moskurg, who gladly follow him into battle. As a warrior and a man of the faith, he is considered a hero by the common soldiers, who fight twice as hard at the sight of his banner fluttering in the wind.
Title: Re: Wands Race - 911 Revsion Phase [Moskurg]
Post by: Iituem on March 19, 2017, 04:10:06 pm
Teletalk: [1+1, 4, 1+1] After several months of hard work, you have managed to figure out two-way telepathy between mystics.  You encountered many difficulties and unexpected problems along the way, since there was a lot of trouble getting the mind reading to just hit surface thoughts, or to read thoughts correctly instead of just emotions.  Nevertheless, you have a workaround; teletalk beacons, glyph-marked rods that come in pairs allow two mages who can cast the modified version of Detect Thoughts to read one another's mind.  The expense of the beacons, which require forged bronze and silver to function, limits their distribution to existing mystics.  You were also unable to solve the range limitation of the base spell, so whilst this allows squads to co-ordinate only relatively close groups can teletalk.  This limits its deployment in full battle.

Unfortunately, there is a pretty significant drawback; frequent usage of the teletalk rods results in emotional 'bleedthrough' between mages, accidental sharing of dreams and other forms of psychological trauma.  The mystics who use them are often unstable and deranged, occasionally having full on psychotic breaks or even going mad and speaking only in fragmentary riddles.  Morale of led troops suffers whilst teletalk mystics are co-ordinating them, a drawback which is at least mitigated by improved communication.

It is now the Revision Phase.
Title: Re: Wands Race - 911 Revision Phase [Moskurg]
Post by: Kashyyk on March 19, 2017, 04:13:47 pm
Darn. I think the bleedthrough is the more important problem to fix. If we can get that safe, we could in theory have relays of mages passing information down a battle line.
Title: Re: Wands Race - 911 Revision Phase [Moskurg]
Post by: NUKE9.13 on March 19, 2017, 04:20:13 pm
Hmm. Well, we could've rolled better there.

Darn. I think the bleedthrough is the more important problem to fix. If we can get that safe, we could in theory have relays of mages passing information down a battle line.
Yeah, fair enough. As it is now Teletalk is basically useless. And as you say, the applications of safe, medium-range communications are endless.

I'll vote for Fixing the Teletalk Bleedthrough
Title: Re: Wands Race - 911 Revision Phase [Moskurg]
Post by: Nirur Torir on March 19, 2017, 06:18:52 pm
Bah, I wanted leather armor. Gotta fix this before it breaks all our experienced mages.

Fixing the Teletalk Bleedthrough
Title: Re: Wands Race - 911 Revision Phase [Moskurg]
Post by: Iituem on March 19, 2017, 09:04:40 pm
Teletalk Revision: [1!]  Unfortunately, despite your best efforts you are unable to remove the bleedthrough effect in teletalk connections before the year is out, so ambushes although well co-ordinated are led by spitting, erratic lunatics.  You make some progress towards fixing the problem, but not enough.

Stand by for Combat Phase.
Title: Re: Wands Race - 911 Revision Phase [Moskurg]
Post by: evictedSaint on March 19, 2017, 09:23:23 pm
Am I reading this right? Over the course of four die rolls, we got three 1's?
Title: Re: Wands Race - 911 Revision Phase [Moskurg]
Post by: Iituem on March 19, 2017, 11:20:44 pm
Forenia, 911

In the mountains, the balance of power shifts.  Moskurg has moved additional troops into the mountains to try and gain back their castle, but they fail spectacularly to even get to the battlefield, losing skirmish after skirmish to Arstotzkan traps, many of which are concealed behind rolling clouds of fog.  Arstotzka in turn has failed to win out on most of its return skirmishes with Moskurg, because although the mountains are astoundingly defensible, this goes both ways.  Nevertheless, Arstotzkan forces were able to push back Moskurgers around their newly captured castle and have been building outer walls and watchtowers in place to hold their new territory.  Once again, terrain has proved the key factor in victory.

Arstotzka has gained significant territory in the mountains.

Despite our losses against terrain, Moskurg is still fielding an enlarged army in the mountains, defending our last holdings and ready for a glorious push forwards - when circumstances permit.  Unfortunately, any benefits from increased communication between skirmishing parties has been lost due to the growing insanity amongst our mystics.  Amongst the many other advantages the Arstotzkans have in this terrain, the excessive range of Arstotzkan longbows is responsible for many of the deaths trying to reach battle; proud Moskurgers tend to march in the open, where they are easily struck down by such foes.


In the jungles, fighting is as bitter as ever.  Moskurger raiders have the clear advantage in the thick jungle, despite the skill of proud Arstotzkan longbowmen who are nevertheless not best suited to ambush tactics.  Magical concealment in the form of rolling clouds of steam help somewhat, but Moskurger raiders are seemingly always able to tell which clouds contain real troops and which are decoys, raining arrows down upon them.  Although the two armies are evenly matched when it comes to actual battle, only half of the Arstotzkan troops ever manage to reach the battlefield, a cruel mirror of their own victories in the higlands.  Moskurg slowly begins to make some territorial gains, but their real victory comes in the butchering of thousands of brave Arstotzkan souls.

The favourable conditions of high heat and excellent ambush ground have repeatedly won the day for glorious Moskurg, but the true hero of the hour is none other than al-Mutriqa and the Black Phantasms, our finest wizard-poet and battle-scholar and his cadre of black-armoured riders.  Surrounded by the finest horsemen of Moskurg, al-Mutriqa is a blazing sun amidst a dark cloud of destruction.  Brightly burnished scale mail sits beneath wide, flowing robes of red, gold and purple, as al-Mutriqa rides into the terrified bands of the enemy, striking skulls in twain with his heavy golden mace and raising a shining white wand to cast his light across the field.  al-Mutriqa himself seems to be one of the few wizards immune to the teletalk madness; he has simply grown more fervent in his faith with exposure to the rods.

Strangely, a madness seems to have affected the enemy as well as our own.  Common soldiers in hide vests with well-made longswords were seen giving orders to brightly armoured buffoons who seemed to have little idea how to ride a horse.  Arstotzkan thanes argued in broad daylight over questions of tactics and strategy, sometimes making it almost unneccessary to read their thoughts.  Coupled with our continual reads of the enemy and the somewhat haphazard co-ordination of our troops, we continue to use the enemy's own tactics against them, eliminating any benefits their leadership might provide.


Fighting in the plains has been even more brutal than in the jungle.  Armies clash with common frequency, and with no clear advantage in raids and skirmishes armies are meeting one another more or less intact.  Arstotzka successfully took a major town in the plains early in the summer, only to lose it again in autumn.  Territory is changing hands with alarming speed, but there have been no real gains.  There have, however, been losses on both sides, with Moskurger cavalry chasing down fleeing Arstotzkans and Arstotzkan mages entangling fleeing Moskurgers in what appear to be massive spiderwebs, spun out of thin air, that hold their targets in place long enough for the infantry to come take hostages or execute the losers.  Although both sides have lost a number of troops, the Arstotzkans have come out of the exchange worse for wear.

Despite our classic advantages in formation fighting and our numerical superiority, even our cavalry support, we have had a hard time of the fight chiefly because despite their inferior troops (in number, anyway, which is where it counts), they are supported by their own master wizard, Myark.  The most frustrating thing about Myark is that he is so difficult to find; being of common stock, he hides amongst the carls rather than leading them amongst the Arstotzkan thanes, only to reveal himself by raising what appears to be Arstotzka's stolen wand, a short staff of burnt wood, set with bronze runes.  As soon as this staff is presented, many of our spearmen will try to flee, only to be held in place by their braver comrades - at least until the fireballs hit.


At sea, the tides have turned, at least in the western sea.  Admist the vicious sea battles between longship and sailboat, sailboats have been attacked by swarms of biting, stinging insects, which would not be such a problem were it for the fact that their stings seem to burn away the cloth of sails!  Both Moskurg and Arstotzka lose ships as fighting intensifies, but with the aid of their blazing wasps, the Arstotzkans are gaining command of the jungle coast.


We have lost troops, but we have a comparative advantage.  The King has chosen to reinforce the western sea and send more troops to the plains in hope of victory.


It is 912, the Design Phase.

Propaganda Contest:  Moskurg has received the Revision Credit this turn, due to their entertaining propaganda description of al-Mutriqa.

Spoiler: State of Forenia, 911 (click to show/hide)
Spoiler: Moskurger Equipment (click to show/hide)
Spoiler: Moskurger Spells (click to show/hide)

Am I reading this right? Over the course of four die rolls, we got three 1's?

I'm afraid so.  Although two became 2s due to picking a fairly simple project.
Title: Re: Wands Race - 912 Design Phase [Moskurg]
Post by: Shadowclaw777 on March 20, 2017, 12:06:38 am
I think joining one of these one of these Arms Game would be quite interesting..., Glory to Moskurg!

I recommend a spell to help us deal and defeat large amount of groups, and since we are utilizing spells for the mind than maybe we could design something to be something akin to Induce Mass Insanity or if that is a bit too ambitious than maybe something as Induce Mass Confusion , I'd imagine that while these concepts of these spells are certainly pretty sporadic that it could help deal with large groupings of troops. I'd just assume that this kind of spell would be directed from the spell caster and not the surrounding area which would of course be detrimental. While, yes certainly since our opponent is using cloaking spells than something like a True Sight or whatever could be developed, but that IMO is the boring and consistent route.

I'd imagine for our double revision phase we could do some improvements over the pre-mentioned padded armor to become made out of much more resilient material, maybe focus on making the armor more sturdier against fire-based attacks for our soldiers in the plains? Than either we try for another go at removing the side effects that is caused by Teletalk or maybe focus on making the sails on our boats more potent to defend against to being inflamed, as to protect our boats against the flame-based wasps
Spoiler (click to show/hide)
Title: Re: Wands Race - 912 Design Phase [Moskurg]
Post by: evictedSaint on March 20, 2017, 12:08:04 am
Alright, let's spend this turn trying to hammer out the kinks in our radios teletalk wands.  If we can get rid of the bleedthrough (perhaps by refining what thought frequency the wands are attuned to?) we should then see if we can boost the range without bumping up the expense.  It's fine if they're simply Expensive, we wouldn't need more than one a squad anyways.
Title: Re: Wands Race - 912 Design Phase [Moskurg]
Post by: NUKE9.13 on March 20, 2017, 02:26:19 am
Teletalk Revision: [1!] 
Oh Eff. I thought revision was supposed to be reliable.

Alright, let's spend this turn trying to hammer out the kinks in our radios teletalk wands.  If we can get rid of the bleedthrough (perhaps by refining what thought frequency the wands are attuned to?) we should then see if we can boost the range without bumping up the expense.  It's fine if they're simply Expensive, we wouldn't need more than one a squad anyways.
Sounds like a job for our revision credit.

I recommend a spell to help us deal and defeat large amount of groups
I dunno, it sounds like when it comes to large-scale combat we come out ahead. I'd rather have something to deal with skirmishes.
Also, it sounds like the Arstotzkans prefer smaller groups of elite units.

Quote
and since we are utilizing spells for the mind than maybe we could design something to be something akin to Induce Mass Insanity or if that is a bit too ambitious than maybe something as Induce Mass Confusion
I was going to say that this is outside of our sphere, but then I remembered that we just invented a spell that drives its users mad. All we have to do is open up mental communication with the enemy mages and deliberately flood them with foreign thoughts and emotions.
I think going for Mass- anything at this point is a bit ambitious. Besides, 'tis the wizards and commanders that we really want to target.
I think we do need an offensive spell, so I suggest Induce Targeted Insanity- by reversing the direction of Detect Thoughts (/ making Teletalk one way), and having our already insane mages channel their insanity through it into the enemy, we can hopefully drive their mages (and possibly commanders?) mad.

Though I could also see the argument for Leather Armour. Or Wooden Shields (covered in leather or fireproof cloth, since they'd be used to block fireballs, amongst other things).

EDIT: Changed my mind, am now supporting Gust of Wind instead.
Title: Re: Wands Race - 912 Design Phase [Moskurg]
Post by: Taricus on March 20, 2017, 03:02:20 am
Okay I've been lurking, and I think now is to time to join the fight for glorious moskurg!

Now, while we could work on a new spell, we could also redesign our short bows to be recurved. That would give us much better archers and enable our archers to fight from horseback, and give us a much bigger advantage in the jungle too compared to the bulky Arstotzkan longbows.

Recurved short bow: A simple short bow built to magnify the power of the shot fired from it compared to the regular short bow. Combined with our current bowmaking techniques (Since we already seem to have composite bows judging from the shot bow description) this should give us a definitive advantage over the arstotzkan archers.

Remember that while magic is powerful, it relies on our troops to act as it's vessels. Better troops means the effect of magic is multiplied. So while we spend one revision on the teletalk thing we spend the other making a large, light shield to defend from their ranged fire?
Title: Re: Wands Race - 912 Design Phase [Moskurg]
Post by: Iituem on March 20, 2017, 04:48:58 am
Teletalk Revision: [1!] 
Oh Eff. I thought revision was supposed to be reliable.

I'm afraid it is.  You have a 5/6 chance of a successful revision (with varying effects).  You just kept crit failing that turn.
Title: Re: Wands Race - 912 Design Phase [Moskurg]
Post by: Taricus on March 20, 2017, 05:52:05 am
Hey Iituem, question, is the only thing we need for horse archers a new type of bow to be effectively used from horseback? Also, would we be able to make a large shield in a revision action?
Title: Re: Wands Race - 912 Design Phase [Moskurg]
Post by: Iituem on March 20, 2017, 05:53:55 am
Hey Iituem, question, is the only thing we need for horse archers a new type of bow to be effectively used from horseback? Also, would we be able to make a large shield in a revision action?

Since you're halfway there with shortbows, and you have a raider cavalry setup already, I'd say a new bow design would be enough to get a horse archer corps started at the very least (effectiveness may vary, since they'll be new).  Since you have bucklers already, yes, a large shield could count as a revision action, since shieldmaking is a well understood art.
Title: Re: Wands Race - 912 Design Phase [Moskurg]
Post by: Taricus on March 20, 2017, 05:58:51 am
Ohoho this is gonna be the turn where we make Arstotzka's archers WEEP! :D

And their heavy cavalry, and their infantry. Really, it's just gonna such to be Arstotzkan :P
Title: Re: Wands Race - 912 Design Phase [Moskurg]
Post by: NUKE9.13 on March 20, 2017, 06:04:20 am
I'm definitely in favour of developing better shields, and if we can do that with a revision, we definitely should.

And I do like horse archers... but I worry that we'd only be improving our lead on the plains, where we are already doing okay. Horse archers, not so useful in the jungle or the mountains.
That being said, I still like the idea. I'd just prefer something that lets us take out enemy mages, who are causing us problems all over the place.
Title: Re: Wands Race - 912 Design Phase [Moskurg]
Post by: Taricus on March 20, 2017, 06:15:22 am
The recurve bows plan boosts all our archers and enables horse archers. This means we're boosting both the jungles and the plains, along with getting a nice counterunit to that bastard spamming fireballs. Helps at sea too given the improvement to a ship's archer compliment. Add in a large, light shield to keep our spearmen safe from enemy fire and we'll be good.

And if we get the chance to add in bodkin arrows later, those thanes are gonna be cursing up a storm. They'll need to dedicate at least a few turns trying to counter our horse archers and general ranged supremacy (Lucky strike being what it is, massed archer volleys from us will be downright deadly.)
Title: Re: Wands Race - 912 Design Phase [Moskurg]
Post by: S34N1C on March 20, 2017, 06:32:11 am
I think that we at least need to come up with a plan to take back the mountains, because we have lost that front both times.

The problem is that they use fog to mask their approach, right? Then let's blow the fog away.
I suggest we make some kind of wind spell that blows away the fog. Additional uses for this May be to help blow fireballs off course, get rid of swarms of wasps,  make ships go faster, and redirect arrows
Title: Re: Wands Race - 912 Design Phase [Moskurg]
Post by: Taricus on March 20, 2017, 06:45:25 am
Also an option, though I doubt we could blow fireballs off-course. Should work against everything else.
Title: Re: Wands Race - 912 Design Phase [Moskurg]
Post by: S34N1C on March 20, 2017, 06:49:55 am
Also an option, though I doubt we could blow fireballs off-course. Should work against everything else.
Depends on how powerful it is. If it's a cheap spell, it'll probably just make a slight breeze. If it's, like A national effort or something, I'm thinking it could be like a massive tornado or something. Personally, I would prefer it be the rank just above cheap, whatever that may be.
Title: Re: Wands Race - 912 Design Phase [Moskurg]
Post by: NUKE9.13 on March 20, 2017, 06:51:54 am
Hey, actually, yeah! Whilst it would be branching out into a new sphere of magic, wind gets rid of fog, swarms, and if we're lucky, arrows. Plus enhancing our naval supremacy? Sounds like a winner to me.

+1 to developing Gust of Wind
Title: Re: Wands Race - 912 Design Phase [Moskurg]
Post by: Taricus on March 20, 2017, 06:57:40 am
Right, developing the wind this turn, then bows the next? I can live with that. And maybe we can make our horses cheap next turn!

+1 to Gust of Wind
Title: Re: Wands Race - 912 Design Phase [Moskurg]
Post by: evilcherry on March 20, 2017, 07:05:23 am
Right, developing the wind this turn, then bows the next? I can live with that. And maybe we can make our horses cheap next turn!

+1 to Gust of Wind
+2

Lets blow the wasps back to their sails!
Title: Re: Wands Race - 912 Design Phase [Moskurg]
Post by: Kashyyk on March 20, 2017, 02:37:35 pm
+3 to Gust of Wind
Title: Re: Wands Race - 912 Design Phase [Moskurg]
Post by: Nirur Torir on March 20, 2017, 02:47:47 pm
Fix Teletalk beacons.

We need to stop burning out our mages, and it could be a much better force multiplier than it is now. It's too broken to be fixed with a single revision.
Title: Re: Wands Race - 912 Design Phase [Moskurg]
Post by: Kashyyk on March 20, 2017, 02:51:23 pm
We have two revisions this turn. I'd be happy to use both.
Title: Re: Wands Race - 912 Design Phase [Moskurg]
Post by: evictedSaint on March 20, 2017, 03:23:01 pm
I agree with using both revisions to fix our teletalk wands.  Fix the bleedthrough is most critical; if we can pull that off, then try boosting range to a distance more useful.

Gust isn't so important; our arrows still punch through mist just fine.  And since we can beat their ambushes, it would be a waste of our turn.  Speaking of which, recurve bows would nicely give our troops an anti-mist bonus (as well as locking down a solid advantage in the plains).
Title: Re: Wands Race - 912 Design Phase [Moskurg]
Post by: Nirur Torir on March 20, 2017, 03:23:30 pm
That was with a +1 from a simple spell. We're going to get at least a -1 from wind blast due to not having anything similar and needing to invent and entirely new school. Since our mages have fairly limited mana, one well made spell is going to be worth more than two horrifyingly buggy spells.

Their design had major failings too, giving two-for-two on new spells being badly buggy.
Quote
Strangely, a madness seems to have affected the enemy as well as our own.  Common soldiers in hide vests with well-made longswords were seen giving orders to brightly armoured buffoons who seemed to have little idea how to ride a horse.  Arstotzkan thanes argued in broad daylight over questions of tactics and strategy, sometimes making it almost unneccessary to read their thoughts. 

We don't even need the gust spell for clearing their mist yet.
Quote
Magical concealment in the form of rolling clouds of steam help somewhat, but Moskurger raiders are seemingly always able to tell which clouds contain real troops and which are decoys, raining arrows down upon them. 

Plus, I'd much rather use our revise actions on armor and shields.
Title: Re: Wands Race - 912 Design Phase [Moskurg]
Post by: NUKE9.13 on March 20, 2017, 03:46:48 pm
That was with a +1 from a simple spell. We're going to get at least a -1 from wind blast due to not having anything similar and needing to invent and entirely new school. Since our mages have fairly limited mana, one well made spell is going to be worth more than two horrifyingly buggy spells.
Design phase is for designing new things. It's early days yet, now is the time to experiment.
We can use a revision to try fixing Teletalk again. We rolled a one last time, what're the odds of that happening again? (one in six, but that's not the point)

Gust isn't so important; our arrows still punch through mist just fine.  And since we can beat their ambushes, it would be a waste of our turn.
Quote from: Regarding the campaign in the mountains
...they fail spectacularly to even get to the battlefield, losing skirmish after skirmish to Arstotzkan traps, many of which are concealed behind rolling clouds of fog.

Wind can also clear out the bugs that are attacking our troops and burning our sails, and provide our ships with extra speed. And if we roll a bunch of sixes, it might even be good enough to deflect arrows.
Title: Re: Wands Race - 912 Design Phase [Moskurg]
Post by: evictedSaint on March 20, 2017, 04:09:38 pm
Quote from: regarding the campaign in the jungles:

Magical concealment in the form of rolling clouds of steam help somewhat, but Moskurger raiders are seemingly always able to tell which clouds contain real troops and which are decoys, raining arrows down upon them. 

I was basing my claim off of this, but fine, I guess we can spend our turn designing wind.  Revisions needs to focus on the teletalk wands, though - I get the impression people are glossing over the fact that it kills whoever uses them and that their short range prevents grander strategy and subterfuge.
Title: Re: Wands Race - 912 Design Phase [Moskurg]
Post by: NUKE9.13 on March 20, 2017, 04:23:03 pm
Revisions needs to focus on the teletalk wands, though - I get the impression people are glossing over the fact that it kills whoever uses them and that their short range prevents grander strategy and subterfuge.
Oh, yeah, absolutely. At the moment they're a wash, but with the right modifications, they could be the most important thing we ever design. We should spend at least one of our revisions on Teletalk, if not both.
Title: Re: Wands Race - 912 Design Phase [Moskurg]
Post by: Nirur Torir on March 20, 2017, 04:36:27 pm
They have four problems - Range, being paired, expensive enough only our rare skilled wizards can use them (ONCE per fight), and trashing our skilled wizards.

Our revise action only had a single roll. I really don't think two revise actions will be enough unless they're both perfect rolls.
Title: Re: Wands Race - 912 Design Phase [Moskurg]
Post by: Taricus on March 20, 2017, 04:41:25 pm
They will be enough though Nirur.
Title: Re: Wands Race - 912 Design Phase [Moskurg]
Post by: evictedSaint on March 20, 2017, 05:52:05 pm
They have four problems - Range, being paired, expensive enough only our rare skilled wizards can use them (ONCE per fight), and trashing our skilled wizards.

In order of most to least important:

1) Trashing our skilled wizards.  Does anyone else remember the last Arms Race where troops would "accidentally" drop their recoilless rifles off cliffs because the damn things kept breaking their arms?  After that last debacle, we'd be lucky to get any wizards still willing to use them, even if we do fix the bleedthrough effect.

2) Range.  Their short range means they can't be used for grand strategy and subterfuge.  If they could transmit say...a mile, then it'd be feasible to have a general rely on them to get orders out to have entire armies work in unison.  In an age of runners and trumpets, walkie talkies would be king.  Plus our spies would love it if they could just quietly transmit info across the continent rather than having to report back to HQ, but that is a far lesser detail.

3) Expense.  Being "expensive" means we only get one per squad, which is perfectly fine.  It's more of an issue that they can only use them once - only the commander of the squad has a real need to use them, anyways. 

4) Being paired.  This is pretty much a non-issue, since it just plays into the "expense" aspect.
Title: Re: Wands Race - 912 Design Phase [Moskurg]
Post by: Nirur Torir on March 20, 2017, 06:16:41 pm
3) Expense.  Being "expensive" means we only get one per squad, which is perfectly fine.  It's more of an issue that they can only use them once - only the commander of the squad has a real need to use them, anyways. 

4) Being paired.  This is pretty much a non-issue, since it just plays into the "expense" aspect.
Very Expensive equipment is 1 per 10 squads, not 1 per 1 squad.
It's listed under spells spell, not equipment. One cast of a Very Expensive spell drains a skilled wizard, of which we only have "a handful."
Title: Re: Wands Race - 912 Design Phase [Moskurg]
Post by: evictedSaint on March 20, 2017, 06:28:11 pm
Ah, my bad, I thought it was merely Expensive.
Title: Re: Wands Race - 912 Design Phase [Moskurg]
Post by: Taricus on March 20, 2017, 07:14:18 pm
At the current time the expense issue isn't a concern, not least due to having bigger worries.
Title: Re: Wands Race - 912 Design Phase [Moskurg]
Post by: Iituem on March 20, 2017, 08:33:22 pm
Gust of Wind: [2, 1-1, 5-1]  As this spell draws upon an entirely new type of magic, [2] evoking physical force and motion from nowhere, your research proves extremely difficult, as does your final implementation.  Nevertheless, you emerge from months of work with a spell that will clear up fog clouds and other simple forms of magical concealment in an instant.  It is not quite strong enough to affect swarms.  Unfortunately, you only have one prototype, anchored into an elaborate rod of gold and pearls that is presently far too elaborate to replicate without improving the spell's efficiency.  There is additionally a minor side effect that when cast the spell sounds like an enormous fart.  It is somewhat embarassing but does not provide any significant tactical disadvantages.  A National Effort.

It is now the Revision Phase.
Title: Re: Wands Race - 912 Revision Phase [Moskurg]
Post by: Taricus on March 20, 2017, 08:37:26 pm
...Okay the cost of that is the only bad thing. The sound is just going to make it more hilarious.

Anyway, for the revisions:
Fix the teletalk bleed issue
Reduce the cost of the Gust of Wind spell
Title: Re: Wands Race - 912 Revision Phase [Moskurg]
Post by: evictedSaint on March 20, 2017, 08:44:52 pm
Fix the teletalk bleedthrough.
Title: Re: Wands Race - 912 Revision Phase [Moskurg]
Post by: Taricus on March 20, 2017, 08:49:35 pm
We've got two revisions.
Title: Re: Wands Race - 912 Revision Phase [Moskurg]
Post by: S34N1C on March 20, 2017, 09:00:00 pm
Damn, it's a national effort, but it can't blow away some wasps? That sucks.

Fix the teletalk bleed issue
Reduce the cost of the Gust of Wind spell
+1
Title: Re: Wands Race - 912 Revision Phase [Moskurg]
Post by: Taricus on March 20, 2017, 09:02:05 pm
Well we did kinda have to invent a whole new school of magic. Any chance we could possibly turn our wind breaking spell into a more lethal form later? :P
Title: Re: Wands Race - 912 Revision Phase [Moskurg]
Post by: S34N1C on March 20, 2017, 09:07:35 pm
If this forum has taught me anything, it's that anything can be weaponized. We could use it to spread biological agents, turn air directly into poison gas, you name it. Magic is bullshit.
Title: Re: Wands Race - 912 Revision Phase [Moskurg]
Post by: Taricus on March 20, 2017, 09:20:18 pm
Just don't try to weaponise everything. There is a point were it does go too far.
Title: Re: Wands Race - 912 Revision Phase [Moskurg]
Post by: S34N1C on March 20, 2017, 09:32:59 pm
Of course. There is always a need for utility spells. I'd much rather have 5 weak utility spells than one really good offensive spell
Title: Re: Wands Race - 912 Revision Phase [Moskurg]
Post by: NUKE9.13 on March 21, 2017, 12:19:39 am
...Okay the cost of that is the only bad thing. The sound is just going to make it more hilarious.

Anyway, for the revisions:
Fix the teletalk bleed issue
Reduce the cost of the Gust of Wind spell
Indeed, I'd call that a successful experiment that has delivered a passable prototype. It has unlocked a new sphere of magic, and can be improved upon later.
Also +1 to those revisions.
Title: Re: Wands Race - 912 Revision Phase [Moskurg]
Post by: Kashyyk on March 21, 2017, 08:27:15 am
Fix the teletalk bleed issue
Reduce the cost of the Gust of Wind spell
+1

If the Gust of Wind wasn't a national effort, I'd put both revisions into teletalk
Title: Re: Wands Race - 912 Revision Phase [Moskurg]
Post by: evictedSaint on March 21, 2017, 10:31:31 am
Right now the gust of wind is a national effort, and all it does is blow away mist.  It's a pretty big disappointment. 

Next turn we definitely need to keep our designs within the schools of magic we already know.  We can't really afford to keep producing next-to-useless designs like this "go fly a kite" spell and the "kill everyone who uses it" wand.
Title: Re: Wands Race - 912 Revision Phase [Moskurg]
Post by: NUKE9.13 on March 21, 2017, 11:33:02 am
Right now the gust of wind is a national effort, and all it does is blow away mist.  It's a pretty big disappointment. 

Next turn we definitely need to keep our designs within the schools of magic we already know.  We can't really afford to keep producing next-to-useless designs like this "go fly a kite" spell and the "kill everyone who uses it" wand.
If we only stick to the things we know, we will never advance. We were going to want to branch out into additional schools at some point, why not early on when the stakes are lower?
We can't do anything about bad luck. The Teletalk rods (which don't kill people, just drives them insane) were the result of three out of four rolls being a one.
Also, I'm willing to bet that if we can get the cost of Gust of Wind down (which we have a 5/6 chance of doing), then we will see our luck in the mountains improve, as they become unable to ambush us. And it will help a little in the jungle, though we don't need so much help there.
Title: Re: Wands Race - 912 Revision Phase [Moskurg]
Post by: evictedSaint on March 21, 2017, 12:13:34 pm
I suppose so.  If we can get a few cheap, useful spells, then we'll be set.  I was really hoping the wind would be useful against their fireflies, at least.  I didn't expect them to be able to deflect fireballs, but keeping our navy from being stalled would be nice.
Title: Re: Wands Race - 912 Revision Phase [Moskurg]
Post by: Iituem on March 21, 2017, 01:54:24 pm
Gust of Wind Revision: [5] Naturally, a solid gold rod is a bit much.  After trying out different materials, you find that you can make do with a small silver wand with a single moonstone, about six inches long.  The final spell still has the sound of an enormous fart (thanks to the insistence of certain wizards that it would form a valuable component of 'psychological warfare') but can now be cast reliably by skilled wizards and occasionally by apprentices.  It still isn't powerful enough to scatter swarms, but it is certainly capable of dismissing most clouds and other forms of simple concealment you encounter.  Expensive.

Teletalk: [3] You find that applying a secondary filtering enchantment to your teletalk relays blocks out the worst effects of bleedthrough.  Mystics still occasionally complain of weird dreams, but they are at least now no longer being driven insane.  Teletalk can now be used reliably in skirmishes to co-ordinate parties, but you haven't managed to figure out how to chain the relays to co-ordinate in main battle.

Combat Phase will come later tonight.
Title: Re: Wands Race - 912 Revision Phase [Moskurg]
Post by: NUKE9.13 on March 21, 2017, 03:14:49 pm
Good-E-nuff.

Weird dreams are an acceptable cost for Teletalk, and getting Gust of Wind down to just expensive? Solid gold. Or silver, as the case may be.
Title: Re: Wands Race - 912 Revision Phase [Moskurg]
Post by: evictedSaint on March 21, 2017, 03:32:51 pm
Not bad, we finally caught a break.  If we can earn another revision credit, we should try boosting teletalk range or souping up the gust wand to keep the fireflies away. Who knows, maybe we'll get lucky and we can blow fireballs off course too.
Title: Re: Wands Race - 912 Revision Phase [Moskurg]
Post by: Iituem on March 21, 2017, 07:35:23 pm
Forenia, 912

In the mountains, Arstotzka is ruling supreme.  Whilst neither side are capable of actually getting to a battle with their full forces, due to the brutal ambush tactics employed by both sides, Arstotzka proves that it does not need to.  When a handful of troops reach the last held Moskurger castle in the mountains, the defenders think themselves ready to fend off their weakened foe, only for a dozen of their mages to hurl balls of fire at the defenders, scattering and burning them, allowing them to press forward with their infantry.  Under the devastating offensive power of fireballs, the castle is taken, and efforts by the beleaguered Moskurger forces are in vain against a castle now held in the mountains by Arstotzkan forces.  Worse still for the Moskurgers, the inhabitants of the castle are forced into surrender and captured or butchered, costing them nearly all their troops in the mountains.

Arstotzka now holds the mountains.  If they can maintain this hold, they will gain possession.

Our defenders were shocked and horrified when the fire began to fall; many began to fear that Myark had been redeployed to take the mountains, only to find that all of their mages were hurling forth flames.  These fireballs do not explode in the way that Myark's do, but they are still brutally effective on the attack.  Worse still, they are deployed across the whole of the theatre of war, even at sea.


In the jungles, advantage has shifted decidedly to Moskurg.  As clouds of rolling smoke move to conceal the position of Arstotzkan skirmishers, a strange and terrible noise fills the jungle, like the blaring of a poorly tuned horn or - flatulence.  Roars of terrible flatulence fill the jungle as strong foetid gusts of wind blow the clouds of smoke away, revealing terrified and exposed Arstotzkans.  Only a handful of skirmishes go the Arstotzkan way, and even with their new pyromancers their ability to fight back when so many troops are dead is limited.  Moskurg seizes several jungle villages and have fortified their position, capturing local defenders.

Moskurg has gained territory in the jungle.

Our wind gust spell has proved a superb, if flatulent, success.  With their magical concealment lifted and our ability to sense would-be physical traps, it is a simple manner to avoid Arstotzkan ambushes.  Now that the teletalk beacons are functioning, bands of concealed skirmishers are easily able to surround enemy forces and capture them.


Fighting in the plains has ground down to a stalemate.  Fire rains down on the battlefield whilst careful formations encircle and break up the army.  Even with more pyromancers in the Arstotzkan line and the dissolution of Arstotzkan cloud cover, neither side is able to gain any territory, but neither are significant troops lost.

At sea, despite the advantages of pyromancers flinging fireballs and fire wasps, luck favours Moskurg for now.  Neither side are able to make coastal gains.

The King has chosen to reinforce our lost troops in the mountains.


An exiled princess from Europe has arrived on the shores of Forenia, along with an armed retinue to secure her independence.  She has been invited to and attended the courts of both Kings, and attracted by her great beauty and great wealth, both have made marriage overtures to her to persuade her to gain her hand in marriage.

Expense Credit:  The side that produces a more persuasive gift, ode or other means of enticement for the exiled princess to marry their monarch will gain an expense credit the following turn.


It is 913, the Design Phase.

Spoiler: State of Forenia, 912 (click to show/hide)
Spoiler: Moskurger Equipment (click to show/hide)
Spoiler: Moskurger Spells (click to show/hide)
Title: Re: Wands Race - 913 Design Phase [Moskurg]
Post by: Taricus on March 21, 2017, 07:49:13 pm
Alright it looks like we're going to need to be able to rapidly outmanoeuvre those damned fireball slinging freaks and negate their ranged advantages.

Recurved short bow: A simple short bow built to magnify the power of the shot fired from it compared to the regular short bow. Combined with our current bowmaking techniques (Since we already seem to have composite bows judging from the shot bow description) this should give us a definitive advantage over the arstotzkan archers.
Title: Re: Wands Race - 913 Design Phase [Moskurg]
Post by: evictedSaint on March 21, 2017, 08:28:27 pm
Develop recurve bows for our troops.  It's simple, cheap, and it'll give us an advantage in the jungle and plains due to its small maneuverable size and the ease to use it from horseback.   Plus it's a mundane weapon, so we might get a bonus to our development roll.  After our hit-or-miss development track record, it'd be nice to have an advantage to development.

If we can revise the Gust of Wind to be more powerful, then we can blow the smaller balls of fire off course and neutralize their brutal area of attack.

We have a definite advantage in the jungle, and a modest one in the plains.  We can't hold the mountains; it's been disaster after disaster up there, and I say we let them keep the rocks.  Play to our strengths in the jungle and plains.

The Arstotzkans slaughtered prisoners?  That's horrific.  If we ever get lucky enough to induce a route, I say we treat our prisoners with actual decency.
Title: Re: Wands Race - 913 Design Phase [Moskurg]
Post by: Taricus on March 21, 2017, 08:53:54 pm
Also we need to come up with something to offer the princess. Nothing too expensive but at the same time something... worthy of a royal.
Title: Re: Wands Race - 913 Design Phase [Moskurg]
Post by: Shadowclaw777 on March 21, 2017, 09:53:55 pm
Also, I suggest as an action or Order is that we move al-Mutriqi, the wizard with the Wand of Heroism and his elite cavalry into the plains because it pretty much assured that we are dominating the jungles, but we are only contesting the Arstotkans in the plains and another thing is that they have their most powerful wizard their in the plains but they still can only contest with us

Edit: I think it's pointless to send our Wand of Heroism to the mountains as well, it will just end in the great political hero of al-Mutriqi
Title: Re: Wands Race - 913 Design Phase [Moskurg]
Post by: evictedSaint on March 21, 2017, 10:11:52 pm
Also we need to come up with something to offer the princess. Nothing too expensive but at the same time something... worthy of a royal.

Well, our only magical items are our irreplaceable relic staff of heroism, an insanity stick, and a fart wand.

Maybe we should try using Moskurg's rich history of artisans and crafters to appeal to her sense of beauty, because we sure as fuck ain't getting her with our magical prowess.
Title: Re: Wands Race - 913 Design Phase [Moskurg]
Post by: S34N1C on March 21, 2017, 10:14:58 pm
Man, the mountains are killing us.
Title: Re: Wands Race - 913 Design Phase [Moskurg]
Post by: Taricus on March 21, 2017, 10:17:41 pm
To be fair we actually do have a better prowess of magic than arstotzka. They can only burn things, whereas we make things better!
Title: Re: Wands Race - 913 Design Phase [Moskurg]
Post by: Shadowclaw777 on March 21, 2017, 10:20:10 pm
Also we need to come up with something to offer the princess. Nothing too expensive but at the same time something... worthy of a royal.

Well, our only magical items are our irreplaceable relic staff of heroism, an insanity stick, and a fart wand.

Maybe we should try using Moskurg's rich history of artisans and crafters to appeal to her sense of beauty, because we sure as fuck ain't getting her with our magical prowess.
I have an idea, since we have access to gold and silver, how about we create a golden circlet encrusted with rubies and silver, "claim" that this is a enchanted piece of jewelry that will make you immune to childbirth death from childbirth , this gift seems quite persuasive, no?

Edited: I meant that the gift would make you make you immune to death from childbirth, derp on my part
Title: Re: Wands Race - 913 Design Phase [Moskurg]
Post by: Taricus on March 21, 2017, 10:21:05 pm
The kings are angling for wives. Pretty sure children is the goal of that :P
Title: Re: Wands Race - 913 Design Phase [Moskurg]
Post by: evictedSaint on March 21, 2017, 10:24:38 pm
And deceiving the princess seems like a surefire way to lose.  What about a portrait?

Spoiler (click to show/hide)
Title: Re: Wands Race - 913 Design Phase [Moskurg]
Post by: evictedSaint on March 21, 2017, 11:26:34 pm
Also, I suggest as an action or Order is that we move al-Mutriqi, the wizard with the Wand of Heroism and his elite cavalry into the plains because it pretty much assured that we are dominating the jungles, but we are only contesting the Arstotkans in the plains and another thing is that they have their most powerful wizard their in the plains but they still can only contest with us

If the jungle is the only place we excel, then we should press our advantage there. -1 to that order.
Title: Re: Wands Race - 913 Design Phase [Moskurg]
Post by: Kashyyk on March 22, 2017, 02:01:25 am
They've clearly reverse engineered their Fireball wand. I thus suggest we reverse engineer our wand.

Another option would be to create a Protection from Fire enchantment, as that will defend us from their wand, their new spell and their firefly things.
Title: Re: Wands Race - 913 Design Phase [Moskurg]
Post by: NUKE9.13 on March 22, 2017, 02:09:26 am
I wouldn't want to risk giving an order and it going awry, though some assistance in the mountains would not go amiss.
For now I will support developing Recurved Bows. Though I could change my mind; they aren't much help against fireballs.
When it comes to revision, I think that upping the power of Gust of Wind would be good, since it may be possible to blow those smaller fireballs off course. If we crit, we might be so lucky as to fully redirect them towards the enemy (probably not though)

Also, how come we are getting ambushed in the mountains? We ought to be immune to both magical and mundane ambushes :/
Title: Re: Wands Race - 913 Design Phase [Moskurg]
Post by: Taricus on March 22, 2017, 02:16:49 am
Yeah... now that Nuke's brought that up that's an issue. And we definitely know they don't have any way of circumventing our detection since we'd have known about that as well.
Title: Re: Wands Race - 913 Design Phase [Moskurg]
Post by: NUKE9.13 on March 22, 2017, 02:57:23 am
Working on some propaganda Moskurgian poetry.

Seven times I sought for love
Yet never did I find it
'til the day fair Sophia*
landed on my shores

Nine-hundred names doth god have
Yet how many does my love?
Just the same, and maybe more
truly she's divine

Emerald boughs in the west
Sweeping flatlands in the east
Shining cities in the south
Woodlands in the north

All of these I offer you
if you answer my request:
be mine bride and make of me
the happiest on the isle


-Signed, King Moskurg. (With assistance from al-Mutriqa)

It not perfect. Let's just call it the fault of the translator. Obviously the poem is far more elegant in its original form. (Yeah, that'll fly)
Title: Re: Wands Race - 913 Design Phase [Moskurg]
Post by: Kashyyk on March 22, 2017, 03:53:21 am
I remember Iituem saying that the range of their longbows was screwing us pretty bad in the mountains and combine that with fireballs, which are presumably of similar range, we are getting gunned down before we can close to melee.
Title: Re: Wands Race - 913 Design Phase [Moskurg]
Post by: Taricus on March 22, 2017, 04:44:11 am
Ah. Guess we really need these bows then. The look on their faces when these recurved bows are cheaper than their longbows :3
Title: Re: Wands Race - 913 Design Phase [Moskurg]
Post by: Iituem on March 22, 2017, 05:48:58 am
I wouldn't want to risk giving an order and it going awry, though some assistance in the mountains would not go amiss.

Although al-Mutriqa is subservient to the King's orders, you have pull with him.  You can re-assign him as an Order without needing a roll because there is literally no way to fuck that up.
Title: Re: Wands Race - 913 Design Phase [Moskurg]
Post by: Kashyyk on March 22, 2017, 07:32:44 am
Whilst we've got you Iituem: If the Arstotzkans maintain their hold on the mountains, what will they gain?
Title: Re: Wands Race - 913 Design Phase [Moskurg]
Post by: Iituem on March 22, 2017, 07:41:06 am
Whilst we've got you Iituem: If the Arstotzkans maintain their hold on the mountains, what will they gain?

A currently undetermined bonus, most likely to material costs for armour or weaponry, and they will gain an additional army's worth of resupply each year (both sides current resupply value is 2).  They will also be able to attack the desert directly.
Title: Re: Wands Race - 913 Design Phase [Moskurg]
Post by: Taricus on March 22, 2017, 07:43:10 am
Well, their armour is something we can counter by revision introducing bodkin arrows (Though we're buggered if they get plate mail. Though the chance of that are... well, 0 :P )
Title: Re: Wands Race - 913 Design Phase [Moskurg]
Post by: Kashyyk on March 22, 2017, 07:44:58 am
A currently undetermined bonus, most likely to material costs for armour or weaponry, and they will gain an additional army's worth of resupply each year (both sides current resupply value is 2).  They will also be able to attack the desert directly.

So they'll effectively have access to 50% more soldiers than us.


We can't let them keep the mountains guys.
Title: Re: Wands Race - 913 Design Phase [Moskurg]
Post by: NUKE9.13 on March 22, 2017, 07:46:31 am
I wouldn't want to risk giving an order and it going awry, though some assistance in the mountains would not go amiss.

Although al-Mutriqa is subservient to the King's orders, you have pull with him.  You can re-assign him as an Order without needing a roll because there is literally no way to fuck that up.
Oh, well, in that case, we probably should move him to the mountains. Otherwise the reinforcements getting sent there are doomed.

Ah. Guess we really need these bows then. The look on their faces when these recurved bows are cheaper than their longbows :3
Do you think the recurved bows will have a similar range to a longbow? As far as I can remember nothing outranged a longbow until rifles were invented.
Title: Re: Wands Race - 913 Design Phase [Moskurg]
Post by: Taricus on March 22, 2017, 07:50:02 am
Correction; 50% more reinforcements. If we can continue brutalising their forces they won't be able to take advantage of it.

And no, I don't think they'll have similar rage, but they will be more compact and more plentiful whilst offering more range over our current, non-recurved shortbows.

EDIT: Okay, doing some research, it's possible for our recurve bows not only to be just as powerful, but potentially moreso than their longbows. from what I can find on a cursory search of wikipedia a longbow might get up to 300m at best whereas our bow could get up to 400m, the force behind those shots would be pretty considerable too.
Title: Re: Wands Race - 913 Design Phase [Moskurg]
Post by: NUKE9.13 on March 22, 2017, 09:07:24 am
400?? Are you sure they didn't mean modern bows made out of carbon fibre or whatever?
...
Okay, so, I can find reference to mongol bows being able to reliably hit a target 500m away.
I'm pretty sure that's bullshit, probably just boasting on the part of the archer.
More realistically, there is some reference to historical composite bows having an effective range of 200m. Which is not much less than the effective range of a longbow, which is like 250m (effective range =! maximum range; that level of effort cannot be sustained throughout a military campaign)

I suppose it is possible for us to make bows with ranges longer than their longbows, but they would probably be expensive, which would limit their usefulness. If we aim for an effective range that is slightly shorter than a longbow, we still won't be at as big of a disadvantage, and we'd get horse archers. Which would give us an amazing lead on the plains.



Also, I keep forgetting to mention:
And deceiving the princess seems like a surefire way to lose.  What about a portrait?

Spoiler (click to show/hide)
Heck yes. That looks great. Much better than some third-rate poetry.
Title: Re: Wands Race - 913 Design Phase [Moskurg]
Post by: Taricus on March 22, 2017, 09:17:52 am
Actually it's about 400m for a turkish bow, and this was prior to carbon fibre. And while this is a maximum range, we can safely assume that it'll handily beat the longbow's effective range. More to the point since we have lucky strike comparisons to accuracy are worthless; our archers will land more shots than anyone by virtue of magic regardless of bow type, just having a bow that can launch projectiles further in combination with that makes the bows that much more valuable.
Title: Re: Wands Race - 913 Design Phase [Moskurg]
Post by: evictedSaint on March 22, 2017, 09:59:38 am
The point of our composite bow idea is that we are being continually held at range and slaughtered before we can reach the battlefield.  We need something that can compete with their long-range bows and fireballs.  Moreover, all of our inventions to this point have been to benefit our mass troops; the bravery wand, the communication wand, and the anti-mist wand.  At this point, our best bet is to continue with mass-benefits rather than trying to switch gears.

So regardless of the *exact* range compound bows would give, we can all agree they are indisputably better than shortbows. And since they're a simple, mundane change, we might actually not botch the roll like we usually do.

Don't forget, wars are won with the boots on the ground, not with a dooms day weapon.

Title: Re: Wands Race - 913 Design Phase [Moskurg]
Post by: Iituem on March 22, 2017, 02:04:06 pm
Recurve Bow:  [6, 6, 2]  The recurve bow is... powerful.  Working off a base of multiple layers of laminated wood and horn, you put together a bow capable of firing shots as powerful as the longbow, with very appreciable range.  The bow is surprisingly affordable to make, after you go through a few different materials, and you should be able to equip the majority of your archers with it, although they will not benefit from the same degree of skilled specialism that the Arstotzkan longbowmen get (made up for by their numerical superiority).  The range bonuses to defense however make up for this, and do not impede the Moskurger archer's ability to fire in forests and ambushes.

The greatest advantage is the bow's ability to be wielded by cavalry, creating Forenia's first true horse archer squads.  They excel at hit and run tactics and their effective contribution to skirmishes (already a speciality of Moskurger cavalry) is doubled.  They lack the armour to contribute any further to the main battle than they already do, even accounting for their new range advantage, as they must still come into range of Arstotzkan longbows to fire their own volleys.

There is just one problem; the bow is possibly too strong.  Owing to its strange design and unusual shape when unstrung, stringing the bow is not only difficult and likely to give even strong men a hernia, if not strung properly the arms snap back and break bones.  Several men have lost the use of arms or legs to these bows, and whilst the numbers are relatively small they are still deleterious to morale.  Normal Cost.


It is now the Revision Phase.

At the moment you are attempting to woo the princess with poetry, a portrait and various gold-and-silver trinkets.  Do you have anything else to offer/persuade with?
Title: Re: Wands Race - 913 Revision Phase [Moskurg]
Post by: evictedSaint on March 22, 2017, 02:22:55 pm
Wow, I don't think that could possibly have gone better!

Gift the princess our our finest horse. There is literally no faster horse on the continent.  Should we also offer to instruct her in magic, if she chooses to stay?  We should also let her know that the barbaric Arstotzkans are the types who slaughter helpless prisoners.

Revise the Gust of Wind to be more powerful.  We need something - anything - to nerf their fireball advantage.

Order: have every man issued a recurve instructed in their proper use so they stop breaking their damn legs.  I know we're at disadvantage for orders, but if we can circumvent this minor bug then we might have a chance at keeping the Arstotzkans off our sand.

Title: Re: Wands Race - 913 Revision Phase [Moskurg]
Post by: NUKE9.13 on March 22, 2017, 03:16:06 pm
Gift the princess our our finest horse. There is literally no faster horse on the continent.  Should we also offer to instruct her in magic, if she chooses to stay?  We should also let her know that the barbaric Arstotzkans are the types who slaughter helpless prisoners.
Princesses like horses, right? A horse would make a fine gift. I don't know about offering to teach her magic. She may have heard about mystics going mad, and be turned off by the idea.

Order: have every man issued a recurve instructed in their proper use so they stop breaking their damn legs.  I know we're at disadvantage for orders, but if we can circumvent this minor bug then we might have a chance at keeping the Arstotzkans off our sand.

I think the army has probably thought of 'more training' by themselves, and concluded it would be too costly. Plus I don't like those odds. Belay that order

I do think we should consider moving al-Mutriqa to the mountains, as we really need all the advantages we can get in that theatre. So, like,
Order: Redeploy al-Mutriqa to the central mountains. (we automatically succeed in giving al-Mutriqa orders, according to Iituem)

Getting Gust of Wind to the point where it can deflect fireballs is an excellent plan. +1 to Improving Gust of Wind's Power
Title: Re: Wands Race - 913 Revision Phase [Moskurg]
Post by: evictedSaint on March 22, 2017, 04:33:40 pm
Capture a tiger from the jungle. Tame it. Present the princess with her new pet.
Title: Re: Wands Race - 913 Revision Phase [Moskurg]
Post by: Taricus on March 22, 2017, 05:51:05 pm
Well shit that bow is damn good O.O

Also wouldn't we have the possibility of using heavy horse archers? (AKA horse archers with armour)

Revision: Revise the bow's design to make it easier to string, without compromising the quality of the bow
Order: have every man issued a recurve instructed in their proper use so they stop breaking their damn legs
Title: Re: Wands Race - 913 Revision Phase [Moskurg]
Post by: Iituem on March 22, 2017, 05:56:25 pm
Well shit that bow is damn good O.O

Also wouldn't we have the possibility of using heavy horse archers? (AKA horse archers with armour)

Revision: Revise the bow's design to make it easier to string, without compromising the quality of the bow
Order: have every man issued a recurve instructed in their proper use so they stop breaking their damn legs

You don't have heavy armour, you have fairly light scale mail (medium armour, I'm calling it).
Title: Re: Wands Race - 913 Revision Phase [Moskurg]
Post by: Taricus on March 22, 2017, 06:01:50 pm
...Well, heavy in this case refers to the ones that have more than cloth as armour :P
Title: Re: Wands Race - 913 Revision Phase [Moskurg]
Post by: evictedSaint on March 22, 2017, 06:10:35 pm
@lituem: will the moral problem from using the bows go away on its own as the troops become more familiar with them?

@Taricus: our horses are light and agile, where the Arstotzkan horses are heavy and hardy.  Weighing them down with armor might get rid of their only advantage.
Title: Re: Wands Race - 913 Revision Phase [Moskurg]
Post by: Taricus on March 22, 2017, 06:12:15 pm
The horses aren't meant to be armoured, only the rider. And from what we've seen of our cavaliers they do just fine.
Title: Re: Wands Race - 913 Revision Phase [Moskurg]
Post by: Iituem on March 22, 2017, 06:23:08 pm
Out of curiosity, do you have a more updated version of the portrait of Princess (Let's say Sophia)?
Title: Re: Wands Race - 913 Revision Phase [Moskurg]
Post by: evictedSaint on March 22, 2017, 06:24:36 pm
Out of curiosity, do you have a more updated version of the portrait of Princess (Let's say Sophia)?

I do; originally all you said was she's an exiled princess from Europe, so I didn't have much to go off of.  I can post the updated version later tonight (it's still not finished, though).

Why do you ask?
Title: Re: Wands Race - 913 Revision Phase [Moskurg]
Post by: Iituem on March 22, 2017, 08:02:36 pm
When I do the Combat Phase I'll be copying out what both teams have proposed for the Princess, so I'd love to link a version of the portrait.
Title: Re: Wands Race - 913 Revision Phase [Moskurg]
Post by: evictedSaint on March 22, 2017, 08:29:17 pm
Alright, cool.  Are you going to be doing the Combat Phase tonight?
Title: Re: Wands Race - 913 Revision Phase [Moskurg]
Post by: Iituem on March 22, 2017, 08:34:21 pm
Nah, be at least 6 hours or so, Arstotzka can't make their mind up between multiple projects right now and I'm tired.  Probably going to go to bed, do it in the morning.
Title: Re: Wands Race - 913 Revision Phase [Moskurg]
Post by: S34N1C on March 22, 2017, 08:36:22 pm
+1 to better fart spell
Title: Re: Wands Race - 913 Revision Phase [Moskurg]
Post by: Taricus on March 22, 2017, 08:36:54 pm
Friggen Arstotzka, can't make their minds up about a project. Gives us more time for the portrait though.
Title: Re: Wands Race - 913 Revision Phase [Moskurg]
Post by: evictedSaint on March 22, 2017, 09:18:29 pm
It would be nice if we could get rid of the fart sound in our spell as a byproduct of amping up the windspeed.  It's funny, but not at all dignified.  I hear the Arstotzkan's call us the "Fart Wizards" : (
Title: Re: Wands Race - 913 Revision Phase [Moskurg]
Post by: Taricus on March 22, 2017, 09:22:51 pm
Well if we give the spell the odour to match they won't be laughing. Mostly because they'll be nauseated and gagging :P
Title: Re: Wands Race - 913 Revision Phase [Moskurg]
Post by: evictedSaint on March 22, 2017, 09:44:17 pm
Spoiler: progress: (click to show/hide)

In other news, I don't know how eyeballs work.
Title: Re: Wands Race - 913 Revision Phase [Moskurg]
Post by: Shadowclaw777 on March 22, 2017, 09:45:04 pm
I think the army has probably thought of 'more training' by themselves, and concluded it would be too costly. Plus I don't like those odds. Belay that order

I do think we should consider moving al-Mutriqa to the mountains, as we really need all the advantages we can get in that theatre. So, like,
Order: Redeploy al-Mutriqa to the central mountains. (we automatically succeed in giving al-Mutriqa orders, according to Iituem)

Getting Gust of Wind to the point where it can deflect fireballs is an excellent plan. +1 to Improving Gust of Wind's Power
+1 to Redeploying al-Mutriqa to the central mountains, we can't allow them to take over the entire territories their and gain +50% reinforcements. Also the +1 to enhancing the Gust of Wind, if we could remove that embarrassing sound in the process that would be much obliged.

Edited: Good work on that portrait, the eye don't seem too bad
(Also Iituem, are all of our requested gifts to the Princess going to be selected (the "enchanted" circlet, the portrait, the poem, the horse and tiger), or are we only going to send one of them?)
Title: Re: Wands Race - 913 Revision Phase [Moskurg]
Post by: evictedSaint on March 22, 2017, 09:54:18 pm
the "enchanted" circlet

-1 to any attempt to deceive.  I'm all for the trinket, but don't lie and say it's enchanted when it's obviously not.  That can *only* end poorly.
Title: Re: Wands Race - 913 Revision Phase [Moskurg]
Post by: Taricus on March 22, 2017, 10:06:28 pm
The eyes seem set too low in proportion to the forehead so you might want to move that up, as well as downsize them as eyes aren't that big or exposed. And the teeth honestly look terrifying.
Title: Re: Wands Race - 913 Revision Phase [Moskurg]
Post by: evictedSaint on March 22, 2017, 10:47:07 pm
The eyes seem set too low in proportion to the forehead so you might want to move that up, as well as downsize them as eyes aren't that big or exposed. And the teeth honestly look terrifying.

Spoiler (click to show/hide)

how's that

seriously though thanks for the feedback
Title: Re: Wands Race - 913 Revision Phase [Moskurg]
Post by: Taricus on March 22, 2017, 10:49:41 pm
A lot less nightmare inducing :P Looks like it's coming along well though ^^

And you're welcome for the feedback ^^
Title: Re: Wands Race - 913 Revision Phase [Moskurg]
Post by: S34N1C on March 22, 2017, 10:56:43 pm
Looks good, but you need to smooth the area just below the eyes. You can tell where the edit was.
Title: Re: Wands Race - 913 Revision Phase [Moskurg]
Post by: evictedSaint on March 22, 2017, 11:24:05 pm
Looks good, but you need to smooth the area just below the eyes. You can tell where the edit was.

well no duh : P

I was just moving blocks around to get a feel for things.  This is still a roughdraft, and I'm not a strong artist.

Spoiler (click to show/hide)

How's this?  Looking better?  I'd based her clothes and look of of portraits of old french princesses.  I'm not 100% on the face yet, but it's...better, I guess.  I'm thinking about doing away with the weird hair-tentacle on her face, and I need to get her eyebrows tweaked now that her eyes have changed position and size.
Title: Re: Wands Race - 913 Revision Phase [Moskurg]
Post by: Taricus on March 22, 2017, 11:32:45 pm
Damn you're making this portrait better by the minute O.O
Title: Re: Wands Race - 913 Revision Phase [Moskurg]
Post by: Kashyyk on March 22, 2017, 11:58:59 pm
I'll plus one the greater fart spell and ordering our archmage to the mountains.
Title: Re: Wands Race - 913 Revision Phase [Moskurg]
Post by: evictedSaint on March 23, 2017, 12:11:01 am
Spoiler (click to show/hide)

Alright, this is all I can get done tonight.  I'll continue working on it when I get the chance tomorrow, but just in case I can't finish it in time...

This portrait of the princess was started by one of the many artisans who inhabit Moskurg.  Sadly, he was unable to finish it during her brief visit to the capital.  Surely she would wish to stay with us here in the glorious kingdom, if for no other reason than to avoid the cruelty of leaving her beauty unfinished on the canvas...right?
Title: Re: Wands Race - 913 Revision Phase [Moskurg]
Post by: Taricus on March 23, 2017, 12:21:15 am
Holy... that is an impressive bit of artwork. GLORY TO MOSKURG AND IT'S TALENTED ARTISTS!
Title: Re: Wands Race - 913 Revision Phase [Moskurg]
Post by: Kashyyk on March 23, 2017, 01:15:48 am
Amazing picture. That's really come along nicely.

Of course amongst royalty and the nobility, marrying someone you do not know well is fairly common, but I'm sure the Princess would like to know a little more about her southern suitor and the lecherous villain north of the border, in order to help make her decision.


I'm hoping that will tie together all the gifts we're offering, along with some shameless propaganda and scaremongering against Arstotzka.
Title: Re: Wands Race - 913 Revision Phase [Moskurg]
Post by: Taricus on March 23, 2017, 01:18:40 am
Lecherous villain does not begin to describe that pyromaniac arstotzkan in the slightest! :P
Title: Re: Wands Race - 913 Revision Phase [Moskurg]
Post by: NUKE9.13 on March 23, 2017, 02:02:45 am
Spoiler (click to show/hide)

Alright, this is all I can get done tonight.  I'll continue working on it when I get the chance tomorrow, but just in case I can't finish it in time...

This portrait of the princess was started by one of the many artisans who inhabit Moskurg.  Sadly, he was unable to finish it during her brief visit to the capital.  Surely she would wish to stay with us here in the glorious kingdom, if for no other reason than to avoid the cruelty of leaving her beauty unfinished on the canvas...right?
If this doesn't win us the credit, I expect the other team to have literally sent Iituem a gold bar or something.
Title: Re: Wands Race - 913 Revision Phase [Moskurg]
Post by: Taricus on March 23, 2017, 02:25:07 am
So we lynch Iituem if Arstotzka wins? Gotcha. I'll get the torches and I trust someone else can get the pitchforks? :P
Title: Re: Wands Race - 913 Revision Phase [Moskurg]
Post by: Iituem on March 23, 2017, 07:06:43 am
Gust of Wind: [2]  You work on strengthening the power of the Gust of Wind, as well as removing the sound of flatulence.  The latter is simple, the former less so.  You have failed to achieve your goal of deflecting fireballs, but do hit your earlier goal of blowing away swarms.  This should negate the worst effects of the Arstotzkan swarms.

Order: Recurve Retraining  [Disadvantage: 2] You begin retraining in use of the recurve bow, but with only volunteer trainers progress is slow.  There will be a new chance next year to correct the problems as training continues (automatic, without disadvantage) but for now limbs continue to be broken.

al-Mutriqa is reassigned to the Mountains.

Combat Phase is incoming.
Title: Re: Wands Race - 913 Revision Phase [Moskurg]
Post by: NUKE9.13 on March 23, 2017, 08:39:44 am
Hmm. Well, that could've gone better. Still, we have at least nullified the effects of 2/3 of their starting spells. Our men will just have to suck fireball for another year.
And I guess giving the retraining order was a good idea after all. I was worried that even a 2 would give us negative effects, but it looks like it just has no effect instead. I'm too paranoid.
Here's hoping our vastly superior bows (lack of training aside) can win the day in the mountains. And everywhere else, for that matter. 
Title: Re: Wands Race - 913 Revision Phase [Moskurg]
Post by: Kashyyk on March 23, 2017, 08:43:23 am
Iituem, is our gust of wind strong enough to give a movement bonus to our sail ships?
Title: Re: Wands Race - 913 Revision Phase [Moskurg]
Post by: Taricus on March 23, 2017, 08:47:55 am
They are good bows and we do have access to horse archers thanks to that. Add in lucky strike to compensate for a lack of skill and they're gonna be pincushions.

EDIT: Any thoughts on making concussive arrows? Basically replacing the arrowhead with one designed to make a earsplittingly loud noise on impact. A volley of those would practically decimate them.
Title: Re: Wands Race - 913 Revision Phase [Moskurg]
Post by: Iituem on March 23, 2017, 09:05:59 am
Forenia, 913

Fighting at the edge of the mountains has ground to a halt.  The Arstotzkans have been able to retain ownership of the southern mountain castles, but neither side has achieved any sort of conclusive or even marginal victory due to a series of terrible storms that plagued the mountains for most of this year.  Nevertheless, Moskurg has provided a much better showing, emerging in the foothills with powerful new bows to counter the traditional Arstotzkan advantage of their longbowmen.  Powerful winds blow away concealment, sans farting noise, and have grown strong enough to scatter summoned swarms of ice and fire wasps, a traditional backbone of Arstotzkan magical supremacy.

Arstotzka now controls the mountains.

Despite the efforts of al-Mutriqa and our new recurve archers, we were unable to take back any of our ancient lands.  Our spells were able to remove the worst of their advantages, depriving them of those hated stinging wasps, and our bows finally matched them for range, but the constant heavy snows and storms thwarted us at every turn.  Unfortunately, we were unlucky.  Now that Arstotzka holds the mountains metal equipment will be cheaper for them to make and they will have additional manpower with which to resupply.


Fighting in the jungles retains a similar stalemate.  Skirmishes have gone back and forth between the two powers, sometimes favouring one side, sometimes favouring the other.  Foot archers strike at one another from ambushes, with Moskurgers favouring the natural terrain whilst Arstotzkans try to create their own cover with spells.  Clouds of fog are summoned and then dismissed by winds (thankfully no longer sounding like flatulence), but combat has come for the wizards in particular, as Moskurger apprentices are shot by Arstotzkan snipers and Arstotzkan thanes now travel surrounded by elite bodyguards.  Worst of all, Myark has arrived and begun laying waste to sections of the jungle during major battles, blasting away with his great balls of fire amidst the swarm of lesser fireballs cast by his mages.  No land is gained, but no prisoners are taken or routers slain.

It looks like two of our largest advantages here in the jungle are being taken out in one stroke.  The Arstotzkans have fielded elite guards around their thanes of their best bowmen and swordscarls, as well as supporting apprentices to launch fireballs.  As such, they are able to eliminate our mystics before they can carry thoughts back to our people and plan attacks.  They have also been able to take out some of our better wizards in the process, especially those casting the lucky strike spell, so the enchantment on our archers has been especially unreliable during this year.


The plains remain troubled, with few gains.  Moskurg remains militarily dominant, especially since the departure of Myark from the theatre, but powerful storms blowing down from the mountains cause a great deal of problems throughout the year.  It is as if the gods themselves are favouring the proud Arstotzkan forces.  The Moskurgers reveal their latest weapon, the recurve bow, a shortbow that fires with the strength of a longbow, though not quite as much range.  More importantly, its shorter profile means that it can be wielded effectively on horseback, and mounted archers give Moskurg yet another advantage in skirmishes across the plains.  Despite their luck, Moskurg is still able to conquer a few villages.   Further success might grant them significant gains.

God is apparently favouring the enemy today, but His ways are mysterious.  Our horse archers are proving a major advantage in skirmishes across the plains, and we have a clear military advantage across the board here.  We are simply unlucky.


With gusts of wind blowing away fire wasps before they can reach their target sails, the seas have returned to parity.  In the eastern sea, Arstotzkan forces have begun taking back portions of the coast.


No armies were lost this year, on either side.  We have reinforced ships in the eastern sea in the hopes of winning the battles there and providing support on the coast.


The Princess:  Both sides have courted Princess Sophia at length, with the Arstotzkans offering the real and conrete promises of the great southern castle of the mountains, where she might overlook Moskurg and fire down on it at length [+1], as well as the offer of their pricess artefact wand of fireballs as a dowry [+2].

Moskurg, meanwhile, has sought to tempt the princess over by appealing to her more romantic side, writing her poems in her name and publishing pro-Moskurger propaganda [+1] and commissioning a portrait of her royal highness to hand upon the Moskurger palace's walls [+2] and several valuable gifts [Reaction: 1d3-2 = +1].  Although she is not particularly swayed by the gifts of gold and jewels, having them aplenty herself, she is a keen rider and is flattered by the gift of Moskurg's finest riding horse, but what really excites her is the tamed, trained tiger captured from the jungle, which she names Rajah and will keep at her side as a bodyguard and pet.

[Arstotzka: 1d3+3=5] [Moskurg: 1d3+4=5] As a practical woman, Princesss Sophia knows that Arstotzka is the sensible choice, but her young heart is tempted by the romance of Moskurg.  [Coin Toss: Heads = Arstotzka, Tails = Moskurg.]

[Coin: Tails!]  In a victory for romance over pragmatism, Princess Sophie accepts the hand in marriage of the King of Moskurg.  Both her beauty, wit and wealth have joined the side of Moskurg.

Moskurg has gained an Expense Credit.  This can be spent to reduce the expense of any one design, present or future by one rank.

Spoiler: Poetry (click to show/hide)


Decision Time
After centuries of warfare, the rise of magic has called into question what to do with prisoners in this new age.  After a particularly bad battle, victors are often able to capture routing enemy soldiers and traditionally it has been up to local commanders whether to release, ransom or execute prisoners.  Yet more and more these days authority is evolving to the King to make such decisions.  Your Kings have asked your advice on how to proceed.

Each side may vote on what Prisoner Policy they adopt.  From hence forth, this will affect all future battles and in a fluff sense how I describe routs.

Chivalry:  You can arrange to have prisoners released after capture, once they have been divorced of weapons and armour.  Many prisoners may be too injured to survive, but this will spare a great many as well.  Your people will be heartened by their reputation as honourable combatants.  [This will reduce enemy casualties by 1 army per turn, but grant your troops a permanent morale bonus.]

Pragmatism:  Everybody loses men in war.  Instead of letting these fools go freely, you can ransom them for wealth, or your own captured men back.  If they can't pay the ransom, then you execute them to prove that you are men of your word.  [This will reduce your casualties by 1 army per turn, as you trade men for men.]

Terror:  Let the skulls of your enemies be mounted upon your standards.  Any enemy captured will be butchered, there and then, to send a message to your foe that their gods/God will not save them.  Whilst you cannot expect much mercy from your enemy as a result, they will most certainly fear you.  [Casualties will happen as normal for both sides, but your enemies will suffer a permanent morale penalty.]


It is now 914, the Design Phase.

Spoiler: State of Forenia, 914 (click to show/hide)
Spoiler: Moskurger Equipment (click to show/hide)
Spoiler: Moskurger Spells (click to show/hide)
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: evictedSaint on March 23, 2017, 09:32:55 am
Combat results
Well...at least we stopped the bleeding. I'm disappointed we couldn't prevent total control of the mountains, or gain the last area of the jungle, or at least gain a section of plains.  But maintaining the status quo isn't so bad, I guess.

The princess
We got *super* lucky here.  Holy shit, if they had the mountains and the expense credit, that could easily have been gg.  I'm just glad I had the sense to continue the proud Moskurg tradition of solving our problems with tigers.

Expense Credit
If we spend it on the teletalk wands, we can start using them 1 per squad.  We could start teletalk relays, coordinate army movements; it'd be a huge boon.

Prisoner Policy
Even in times of desperation, we musn't forget what makes us human.  Chivalry is the way to go - if our enemy is afraid to surrender, then the war will never end.

Design Phase
We should probably try either a strong, concrete defensive spell or a solid main-line offensive spell.

Magical Tornado: Going off the school of magic provided by our Gust of Wind, this terrifying cyclone of magic will rip through enemy troop lines and send their ships to the bottom of the sea. Possible cons: difficult to control, may not do enough damage, no advantage in the mountains.

Magical Barrier: A bubble of magical energy, strong enough to stop arrows and minor fireballs.  A well-needed shield that our poorly-armored troops need.  Possible cons:  will absolutely end up being Very Expensive, if not a National Effort.  Shield may not be strong enough, or may interfere with our own troops attacks.

Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: NUKE9.13 on March 23, 2017, 09:45:35 am
Weather! Accursed weather!

Decision time: I say Chivalry. Bolstering our own forces is more important than slaying theirs- as I've said before, we benefit more from effects that boost a large force, rather than one that only affects small groups. And an army-wide morale boost would do just that.
I also say this because I imagine they will pick Terror, for the same reason- to weaken our entire army. Picking Chivalry means it balances out.

Pragmatism is the worst choice, as our armies are (currently) superior, and therefore unlikely to suffer as many casualties.



So. Thanks to some bad luck, we were unable to reacquire the mountains. How big of a problem is this? Should we pour effort into them in an attempt to retake, or should we rely on the arid desert to keep them away from our capital, and focus on the other theatres?
...well, that depends, doesn't it. One way we could try to get an advantage in the mountains is

Weather Control: Using our knowledge of wind magic, we direct (or summon) storms to hinder our enemy, whilst keeping our own troops bone dry. This should prove especially effective in the storm-prone mountains, as well as at sea. Probably would be Very Expensive. (We could use the expense credit to lower the cost, if it ends up as a National Effort)

If we'd rather focus on other theatres, then we clearly need something to protect our mages from their snipers. Increasing the range on Detect Thoughts would help a little there, as would something like

Shield of Wind: Concentrating the power of Gust of Wind into a smaller area, the wizard creates a swirling vortex around themselves and their squad. Arrows are deflected harmlessly, and even melee attackers find themselves thrown off balance by the howling winds. Would be aiming for standard cost, so that mages can always use it to defend themselves.

Which could potentially also help against fireballs.

I'm going to go with designing Shield of Wind this turn, and then (if all goes well) revising Detect Thoughts to have a longer range.


We should save our expense credit until the revision phase, lest we want to reduce the cost of whatever we design. But I like the idea of reducing the cost of Teletalk so we can set up relays.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: Taricus on March 23, 2017, 09:47:33 am
Of course, if we devote the expense credit to the wand of heroism we've got a lot more of our elites able to run around causing havoc.

We need to push into the mountains, and that means coming up with a countermeasure to their new spell (Those storms aren't natural). Shield of wind is a good start, especially if we can use to to deflect fireballs off-target.

+1 to Designing Shield of Wind

And you guys have convinced me to support Chivalry
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: Iituem on March 23, 2017, 09:54:42 am
Of course, if we devote the expense credit to the wand of heroism we've got a lot more of our elites able to run around causing havoc.

You will need to reverse engineer the spell Heroism before you can replicate or modify it (or devise a way to replicate the wand).  The current wand is a single item relic that casts the spell.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: Taricus on March 23, 2017, 09:57:22 am
Ahhh, that'll be a design action then wouldn't it?

EDIT: With that in mind using the expense credit for detect thoughts would be a better option.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: Shadowclaw777 on March 23, 2017, 10:07:37 am
+1 to the Shield of Wind and +1 to Chivalry larger yet small army buffs are more effective for us.

How about we refer this spell as Evoke Gale Shield as it will make the spell more clearly defined in what type of magic school it is in. Also I'd imagine an offensive spell is not what we need right now as most of soldiers are wearing weak Padded armor that makes them truly vulnerable and any assortment of attack spells will just leave the main armies in the open.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: NUKE9.13 on March 23, 2017, 10:08:29 am
Ahhh, that'll be a design action then wouldn't it?

EDIT: With that in mind using the expense credit for detect thoughts would be a better option.
First, I think we should wait on deciding what to spend the credit on until the revision phase. Second, why Detect Thoughts? The problem is not a lack of wizards casting it, but rather the Arstotzkans targeting them with snipers, and surrounding their commanders with bodyguards.
If we lower the cost of Teletalk, we could have a Teletalker in every squad, allowing us to set up relays.
Or we could lower the cost of something else, depending on the results of our design. I was even thinking about lowering the cost of our armour, letting us equip the common soldier with scalemail! (I have no idea how that would be feasible in-universe, but mechanically we could do it)

(Those storms aren't natural)
The way Iituem talks about it being 'bad luck', and how it also affects their side, plus the fact that they have no wind or weather spells to base such a spell on- suggests to me that they are, in fact, natural.

EDIT: Also, Iituem, are we still deploying troops to the mountains, or have we pulled back completely until the king launches a new offensive?

EDIT2: Wait, what am I talking about, they have a spell to create mist. That's weather-adjacent. They could've conceivably developed a storm-summoning spell... though that still wouldn't explain why they were as hampered as we were.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: Iituem on March 23, 2017, 11:22:17 am
You hold no bases in the mountains, but until the Arstotzkans make a successful advance into the desert you will still be trying to push troops back into the mountains.  If such an advance happens, then the King will pull back troops into the desert to push out the invaders.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: evictedSaint on March 23, 2017, 11:35:08 am
Here's a thought:  if we Expense Credit the Gust of Wind spell, it goes from Expensive to Normal.

That means it's basically a powerful cantrip.  It can already scatter bugs and mist...hmmm...

@Lituem:  could we spend our design phase doing a revision?  If we revise the teletalk to be relay-capable and revise the gust of wind to be even more powerful and expense credit it to be Cheap, then our mind-reading mages can defend themselves from arrow strikes.

I'm disinclined to make a "gale shield" spell, since we're already trying to do that with Gust of Wind.

@Nuke: I think we just rolled poorly. We had the advantage, but Moskurg's national pass-time is rolling 1's.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: NUKE9.13 on March 23, 2017, 11:50:43 am
Here's a thought:  if we Expense Credit the Gust of Wind spell, it goes from Expensive to Normal.

That means it's basically a powerful cantrip.  It can already scatter bugs and mist...hmmm...

@Lituem:  could we spend our design phase doing a revision?  If we revise the teletalk to be relay-capable and revise the gust of wind to be even more powerful and expense credit it to be Cheap, then our mind-reading mages can defend themselves from arrow strikes.

I'm disinclined to make a "gale shield" spell, since we're already trying to do that with Gust of Wind.
Gust of Wind has a larger area of effect than the proposed Gale Shield. I want a spell that targets a single squad (or even individual, if necessary)- whilst keeping Gust to deal with larger problems, like mist and bugs.
By which I mean, I'm not sure we could revise Gust to be able to deflect arrows and move entire mist banks out of the way whilst still keeping the cost at its current level, let alone lowering it. Split it into two spells, though, and there's no problem... except for the risk of bugs emerging during the design. Which I acknowledge is a problem, given our luck. But such is the nature of the game, no?

I don't know, maybe you're right... I just feel like no risk means no reward, you know?

Oh, and there's two i's in Iituem. The first letter is a capital i.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: evictedSaint on March 23, 2017, 12:05:53 pm
Maybe you're right...I suppose I just prefer a more concrete result than the nebulous "maybe" of a new design.

Design Proposal: Cyclone Shield.
Going off of our knowledge and earlier forays in wind manipulation, we propose a rapidly moving shield of wind that surrounds a squad, leaving them in the (relative) calm in the center. Passing through the barrier is disorienting and difficult, and arrows are quickly whipped away before they can reach their targets.  The shield can even deflect the splash damage of nearby fireballs to some extent.

Crucial design features in order of most to least important: 
1) MUST be able to protect the user from arrows.
2) Cost cannot go beyond Very Expensive. Expensive is preferred.
3) Cannot harm the caster.
4) Range must be able to surround the caster.  The ability to surround a squad would be fantastic, and the ability to surround two individuals is acceptable.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: Iituem on March 23, 2017, 12:20:31 pm
Oh, and there's two i's in Iituem. The first letter is a capital i.

Thank you!  Stupid sans serif fonts.

You could do two revisions instead of a design and a revision, but the design phase as a whole is generally much more powerful.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: evictedSaint on March 23, 2017, 12:23:34 pm
Oh, and there's two i's in Iituem. The first letter is a capital i.

Thank you!  Stupid sans serif fonts.

You could do two revisions instead of a design and a revision, but the design phase as a whole is generally much more powerful.

Ah, okay then!  I was just having flashbacks to our original Gust of Wind...super expensive solid gold wand that could barely lift a kite ;_;
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: Kashyyk on March 23, 2017, 12:35:22 pm
Design Proposal: Cyclone Shield.
+1 to this.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: Shadowclaw777 on March 23, 2017, 01:09:58 pm
Maybe you're right...I suppose I just prefer a more concrete result than the nebulous "maybe" of a new design.

Design Proposal: Cyclone Shield.
Going off of our knowledge and earlier forays in wind manipulation, we propose a rapidly moving shield of wind that surrounds a squad, leaving them in the (relative) calm in the center. Passing through the barrier is disorienting and difficult, and arrows are quickly whipped away before they can reach their targets.  The shield can even deflect the splash damage of nearby fireballs to some extent.

Crucial design features in order of most to least important: 
1) MUST be able to protect the user from arrows.
2) Cost cannot go beyond Very Expensive. Expensive is preferred.
3) Cannot harm the caster.
4) Range must be able to surround the caster.  The ability to surround a squad would be fantastic, and the ability to surround two individuals is acceptable.

+1 to Cyclone Shield
Another two important attributes  to this spells is the duration, we need this spell last significantly enough to be effective in combat. Also, the delay between activation of the spell to when it is to full effectiveness
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: NUKE9.13 on March 23, 2017, 01:17:06 pm
Design Proposal: Cyclone Shield.
I mean, this is pretty much the same as what I intended, so, yeah, +1

Another two important attributes  to this spells is the duration, we need this spell last significantly enough to be effective in combat. Also, the delay between activation of the spell to when it is to full effectiveness
The more requirements we specify, the more things can go wrong. Let's not get bogged down in the details.

In fact, I would actually suggest not pushing too hard for point 3 (cannot harm the caster)- mild injuries would be preferable to being perforated by arrows. Obviously it would be better if it didn't cause any harm, but if that's what it takes, that's what it takes.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: evictedSaint on March 23, 2017, 01:28:55 pm
Design Proposal: Cyclone Shield.
I mean, this is pretty much the same as what I intended, so, yeah, +1

Yeah, but I gave it a cooler name u_u
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: Iituem on March 23, 2017, 10:27:20 pm
Cyclone Shield:  [1, 3, 6]  Well... there are no side-effects.  The spell functions without any drawbacks, and it doesn't require expensive components, although it's a concentration spell that requires a certain amount of skill to pull off, so it's limited more to our skilled wizards than occasional apprentice use.  The only problem is that it isn't particularly capable.  It can cover one person, either the caster or a nearby target (e.g. a knight) and summons a cyclone around them that... maybe deflects arrows.  Weak ones that were shot at a distance.  Right now, it's enough to negate the lucky strike casters getting sniped, but it's not powerful enough to serve as a real protection for officers and it certainly can't cover more than one person at a time.  Expensive.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: evictedSaint on March 23, 2017, 10:37:27 pm
Jesus, those 1's man.  Always fucking up our perfectly good ideas.

Revision: Amp it up.

Expense Credit: Teletalk Wands.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: Shadowclaw777 on March 23, 2017, 11:07:33 pm
Jesus, those 1's man.  Always fucking up our perfectly good ideas.

Revision: Amp it up.

Expense Credit: Teletalk Wands.
+1, not really other things we could do
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: NUKE9.13 on March 24, 2017, 01:40:45 am
Well. I like having zero bugs. Though I would happily exchange a few minor bugs for a boost to power.
...actually, is that an option? I'm not saying we should, but it is worth knowing: can we deliberately revise in a more reckless manner that is more likely to boost power, but may also introduce new bugs?

In the mean time, +1 to amping up Cyclone Shield

I'm not sure what to use the expense credit on. I like the idea of Teletalk relays, but I need to think about it some more.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: evictedSaint on March 24, 2017, 01:47:35 am
Teletalk wands are essentially radios.  Radios in the middle ages.

That would be a huuuge benefit to our side, but up until this point we haven't been able to use them effectively because they're expensive and short ranged.  Up until we started cranking out decent bows our only saving grace was our superior intelligence; mind reading the enemy and countering their moves.  Cheaper teletalk wands means we can have better intel and coordination - reinforcements at the right moment is the difference between winning and losing a battle.  This is definitely the right move.

Edit: God no, do not purposefully introduce bugs into the design.  We have a functional design for once, if we can keep it that way we absolutely should.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: Taricus on March 24, 2017, 02:27:16 am
Hmm... what's everyone's thoughts on teletalk beads we could integrate into helmets or otherwise worn by our troops? Or something like magic potion from asterix & obelix?
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: evictedSaint on March 24, 2017, 02:29:20 am
Hmm... what's everyone's thoughts on teletalk beads we could integrate into helmets or otherwise worn by our troops? Or something like magic potion from asterix & obelix?

That all sounds like something that would require revision credits.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: ATHATH on March 24, 2017, 02:38:28 am
Could we develop a Create (or Summon) Air Elemental (or Air Mephit) spell?

Also, I vote for pragmatism. It's like being chivalrous, but we get to save some of our loyal, brave Moskurgians from horrible, gruesome fates at the hands of the Arstotskan fiends.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: evictedSaint on March 24, 2017, 02:41:43 am
Could we develop a Create (or Summon) Air Elemental (or Air Mephit) spell?

You should bring that up when we start the design phase next turn.  It'd be getting involved in conjuring, but so far we only have experience in divination and manipulation.

Although, I will admit that the thought of a massive air golem wrecking its way through enemy lines does sound appealing...
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: ATHATH on March 24, 2017, 02:43:41 am
Ooh, thought here. What if we developed a divination spell that gave our enemies visions of horrible, gruesome, PTSD-inducing stuff, preferably on a mass scale and with them unable to see, hear, smell, etc. anything but the vision while it's ongoing.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: ATHATH on March 24, 2017, 02:44:36 am
How about a spell that uses divinations and wind magic to make our missiles more accurate?
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: Taricus on March 24, 2017, 02:45:08 am
We already have that, it's called lucky strike :P
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: evictedSaint on March 24, 2017, 02:48:24 am
Ooh, thought here. What if we developed a divination spell that gave our enemies visions of horrible, gruesome, PTSD-inducing stuff, preferably on a mass scale and with them unable to see, hear, smell, etc. anything but the vision while it's ongoing.

That sounds like something the Arstotzkan's would try.  I'd like to think Moskurg is more honorable than that.

How about a spell that uses divinations and wind magic to make our missiles more accurate?

Not a bad idea.  Like, an improved, long-range lucky strike that uses wind to carry the arrow further and more accurately?  Wizard-sniping seems to be popular these days.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: NUKE9.13 on March 24, 2017, 03:14:30 am
How about a spell that uses divinations and wind magic to make our missiles more accurate?

Not a bad idea.  Like, an improved, long-range lucky strike that uses wind to carry the arrow further and more accurately?  Wizard-sniping seems to be popular these days.
Lucky strike already gives us 66% accuracy. That's nothing to sneeze at.

For next turn, on the (fallacious) assumption that everything goes well this turn (Hey, maybe the Arstotzkans roll three 1s and develop nothing useful), I'm actually thinking we should do something to enhance our naval supremacy. Like, maybe design a ballista that can be mounted on the deck of a ship? That would also be useful in regular battles, to a lesser degree. Or we could develop weather magic, sinking enemy ships with storms before they even reach the battle.

Anyway, since I can't think of anything better to spend it on, I guess I'll vote for using our expense credit on cheaper Teletalk Wands. Like I said, I do like the idea of Teletalk relays.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: Taricus on March 24, 2017, 04:58:39 am
Hmm... What about arrows that detonate on impact releasing a shockwave which shatters wood and bone with equal ease?
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: Iituem on March 24, 2017, 05:15:59 am
Cyclone Shield:  [5] You amp this spell on up!  Tightening the gusts and increasing their strength results in a shield that will significantly protect against all manner of threats, like a suit of armour.  This will now additionally protect your knights against assassination and interference.  It would probably need further revision to expand its coverage, however.  Note that whilst this protects your wizards and knights against assassination, you need a more active means to return to thought-scanning, whether that affects the spell(s) used or the thane or their bodyguards.

Teletalk Wands:  With the aid of Princess Sophia's wealth, you are able to afford to mass produce teletalk beacons on a more robust design.  They become plentiful and can be given to apprentices in each individual squad, with capable wizards having a beacon for each apprentice under their command.  This finally allows you to bring the co-ordination of Teletalk to the main battle, which should see distinct advantages for your tactics in future.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: Taricus on March 24, 2017, 05:22:03 am
I feel sorry for the Arstotzkans in the plains. They're gonna have horse archers up everywhere now :D

Oh yeah, what about the roll for recurve bow training Iituem. I thought that was gonna get rolled this turn too.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: Iituem on March 24, 2017, 05:43:53 am
Recurve Training: [3] Two years of training have successfully taken care of the worst offenders.  The bow is still dangerous to the more foolhardy and there is still grumbling here and there, but you are no longer breaking people's arms.  That's an upside.

Thanks for the reminder!
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: Taricus on March 24, 2017, 05:51:03 am
No problem. ^^

Shit's going to get REAL bad for arstotzka with that in mind since we're no longer having archers breaking their arms.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: NUKE9.13 on March 24, 2017, 07:20:14 am
Hey, that's good enough. It would be nice to be able to protect entire squads, but protecting our mages and commanders is fine too.
And the Teletalk wands mean we can expect large gains on the plains this year.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: Iituem on March 24, 2017, 07:55:51 am
Forenia, 915

Harsh weather persists in the southern mountains, and hard fighting at the foothills remains confined to the border.  No major losses are reported, but neither are any territorial gains.  Moskurgers fail to take back any ground at the deadly Krozkan Pass beneath the castle promised to their now-Queen, but neither can the Arstotzkans push past the last line of border forts to reach the desert.  The Moskurgers seemed inspired, partially by their commitment to chivalry and honour, and partly by the presence of none other than the Sun Hammer himself, al-Mutriqa, who leads the defence.


The jungles see a slow push backwards for Arstotzka.  As before, neither side conclusively wins most skirmishes, but Moskurg manages to pull through in a few crucial battles and takes a vital fort on the way to the last major Arstotzkan encampment.  Further victory may well lead to Moskurger control over the jungle.

The cyclone shield is making a difference, and that difference is our wizards surviving long enough to cast lucky strike again.  Without constant wizard sniping, we have regained an advantage in ranged combat.  The shield will also protect against assassination of our leadership, but few deliberate attempts have been made there.  We still can't get close enough to read thoughts, though, since they can fireball us at that range, or pepper us with enough arrows to make no difference.

We captured a lot of soldiers during the raid on the Arstotzkan fort, so we relieved them of their arms, gave them basic medical treatment and marched them back off to the enemy.  It was a strange experience, and some soldiers grumble loudly that we are being foolish, but many of the men feel a quiet relief and security in the knowledge that we, at least, are honourable.  This advantage may well have been the reason we won.


In the plains, the Moskurg advantage is pressed home with heavy reinforcement.  Arstotzkan light troops are now essentially unable to compete in plains skirmishes, being eliminated with cold efficiency by horse archers and hidden Moskurger shortbowmen.  Groups of stragglers are wiped out by teams of a dozen squads, converging from seemingly random positions on isolated enemies.  Nowhere is this more deadly or apparent than in massed battle, where Moskurger light infantry move in terrifyingly co-ordinated formations, whilst archers and horse archers encircle, trap and flank with inhuman ability.  Moskurg wins every major engagement, pressing back against Arstotzkan troops until they reach the border forts, then taking those as well.

Moskurg holds the plains.  If they can hold them for another turn, they will achieve control.

Mass teletalk beacons are a dream.  They are an advantage we have been able to translate across the whole of our battlefield, enabling squad commanders and column commanders to coordinate without the long delays of runners or the necessarily simple messages of drummers and flag-bearers.

We captured most of Arstotzka's troops in the field and managed to return many that were safe to do so.  The Arstotzkans also ransomed a full army's worth of men, but about twice that were too wounded to repatriate and either died in the field or on the table.


At sea, the future remains muddy and uncertain.  In the eastern sea, Moskurger forces take back the portion of coast that the Arstotzkans took last year, sinking a number of haboured ships in the process.


No armies were lost this year on our side, though we did return two to the enemy.  With this in mind, the Sultan has reinforced the mountains and jungle.  We are now at maximum capacity, manpower wise.


Decision Time:  Arstotzka has adopted Pragmatism, Moskurg has adopted Chivalry.

Revision Credit:  A cultured scholar, Jibril Saadiya, has come to the isle of Forenia, having heard rumours of magic.  He claims to be a mystic and alchemist, and whilst you have doubts about that he certainly seems sharp and would be a welcome addition to your design team.  He appears to be a Saracen and consequently enjoys culture, entertainment and erudition.  The nation that is the most cultured, entertaining or erudite will attract this scholar and his keen mind.

It is 915, the Design Phase.

Spoiler: State of Forenia, 915 (click to show/hide)
Spoiler: Moskurger Equipment (click to show/hide)
Spoiler: Moskurger Spells (click to show/hide)
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: evictedSaint on March 24, 2017, 08:10:18 am
Dear god, what a slaughter.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: Taricus on March 24, 2017, 08:14:26 am
Holy shit we just blitzed the plains. We know those fucks aren't gonna be taking that back unless they definitely try to replicate or counter our teletalk rods and horse archers. And the push on the jungles is heartening news as well.

Weather Control: A new spell formed from our experiences with wind magic. Effectively akin to the gust of wind but on a much larger scale and timescale. It's primary use is to clear the skies, letting our troops fight under the shining sun or light cloud cover. However, it is able to be used to summon storms and whirlwinds, literally blowing away the enemy. Given the ambitious scale of the spell it is expected that only our better wizards are capable of pulling it off.

Magic Potion: Based off the tales of a small village holding off a vast army and the effects of the wand of heroism, the magic potion (For lack of a better name) is effectively a consumable augmentation that, once imbibed by the user, increases their strength to superhuman levels (and the ability for their bodies to handle this increased strength) making them faster and stronger. The choice to try replicating the wand of heroism' effect via potion is two-fold; it stops the arstotzkans from sniping the mage who has to prepare the magic, and makes distribution among the soldiery much easier.

EDIT: Are the arstotzkans actually designing things, because from the looks of it they're doing fuck all.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: Kashyyk on March 24, 2017, 08:54:33 am
We definitely need to spend a revision to make teletalk that cheap permanently.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: Taricus on March 24, 2017, 08:55:42 am
Judging by the wording of the expense credit thing, I think it might be cheaper permanently. Could you clarify if this isn't the case Iituem?
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: Iituem on March 24, 2017, 08:57:42 am
Yes, Teletalk is permenantly Expensive now.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: NUKE9.13 on March 24, 2017, 08:58:27 am
Praise be for our glorious, well-earned victory!

I think we should do something for our navy this turn, as taking control of the seas would entrench our advantages in the east and west. I figure the mountain/desert border can hold on for a while. One way we could help the navy is with an

Enchanted Ballista: Using the techniques used to make recurve bows, we construct a substantially scaled-up version- a ballista. But we don't stop there- we put two enchantments on it, from our two schools of magic; a blessing of wind that is applied to bolts before they are fired, ensuring they fly straight and true towards their target, and a divination-powered rangefinder, allowing the wizard overseeing the ballista to predict where shots will land, greatly improving accuracy.
These would serve best mounted on ships, though wheeled versions could be deployed on land. They would require an attendant wizard along with its regular crew, but that should be doable.

Alternatively, the previously described Weather Control- with the primary use being to give our ships clear sailing, whilst directing/summoning storms to theirs.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: Taricus on March 24, 2017, 09:00:15 am
...Fukken SCORE! :D

Not that teletalk being even cheaper wouldn't be handy, though we'd probably need to start reforming the army to take advantage of that level of co-ordination.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: S34N1C on March 24, 2017, 09:15:20 am
Man, that expense credit was a godsend. Whoever came up with the teletalk rods deserves a commendation.

Now, on to business.
@Nuke: I like the idea if the ballista, but I'm afraid you're plan is too ambitious for a single project. Maybe we should make the base ballista first, and improve it later on? Even a regular ballista will help a lot, particularly with taking back the mountains.

EDIT:
If Moskurg can hold the plains, they will receive extra resupply and a reduction in expense for items or effects that rely on manpower in some way, due to the plentiful population on the plains.  I may change that if it's too weak or too powerful, but the other options were too overpowered or nonsensical (research bonuses due to libraries were flat out overpowered, cavalry bonuses would probably help Moskurg too much versus if Arstotzka took the plains, double resupply was OP as well).
Guys, we have to hold the plains. We have to. This is not optional.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: NUKE9.13 on March 24, 2017, 09:51:58 am
@Nuke: I like the idea if the ballista, but I'm afraid you're plan is too ambitious for a single project. Maybe we should make the base ballista first, and improve it later on? Even a regular ballista will help a lot, particularly with taking back the mountains.
I actually doubt that a ballista would help in the mountains, as it would probably only be deployed in large-scale warfare, whilst our problem in the mountains is not being able to reach the battlefield.
And, yeah, maybe it is too ambitious. Maybe you're right, and we should just try for a regular

Ballista: Using our knowledge of composite materials and tension, we build a giant bow-like weapon capable of launching thick bolts or stones into enemy troops/vessels. Due to the large and cumbersome nature, they would work best mounted on the deck of a ship, though portable varieties could also be used on land.

If there are no hitches in developing it, we could use a revision to add things like the divination rangefinder or bolt-blessing enchantment.
Despite how useful that would be, though, I feel like developing Weather Control would be more useful still. It would help both at sea and the mountains.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: S34N1C on March 24, 2017, 09:54:04 am
I figured it would be useful in the mountains as a siege weapon, but I see your point.

+1 to weather magic
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: Taricus on March 24, 2017, 10:02:59 am
That'd be Nirur and nuke for starting that little train that's basically made us more deadly than the mongols. As for the plains bonus, the higher population things has got me thinking that we could use it to make anything that needs large amounts of labour and/or skilled craftsmanship cheaper, so we might be able to get more of... well, just about anything non-living.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: evictedSaint on March 24, 2017, 10:49:55 am
The ballista is a good thought, but based on experience I think constructing a brand new piece of seige equipment (which would be vulnerable to fireballs) and layering multiple enchantments on it would be asking for trouble.

The key here is incrimental developments.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: Taricus on March 24, 2017, 10:52:09 am
Catapult first then? Especially since we can go to town launching whatever.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: Kashyyk on March 24, 2017, 11:01:14 am
I think we should accept the fact that anything we design will not be revised over the teletalk wands this turn. Arstotzka is almost certainly going to try something to slow our advance in the plains, and combining that with the teletalk wands not being cheap might cause us to lose our hold there.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: evictedSaint on March 24, 2017, 11:16:30 am
??? 
Teletalk wands are simply Expensive, which means we can outfit all our wizards and most of our apprentices with them.  We aren't losing the expense credit.

I think the weather magic is a good idea, though. +1

Design: Storm Strike
This spell is Moskurgs first foray into weather magic that uses more than wind, and their first serious Main Battle Spell.  A massive, roiling storm is called forth overhead, clouds dark and imposing, striking fear into the hearts of the enemy.  Pouring rain leaves fields nothing more than pits of mud, making marching difficult and snuffing out fireballs.  Winds scream across the land, leaving backs bent and even blowing careless men from mountain tops.  Awe-inspiring pillars of white-hot plasma strike the ground with thunderous booms, crashing down amongst enemy troops like the hammer of God.  This spell is the righteous fury of Moskurg incarnate.

Priorities in order of most to least important:
1)  Lots of rain. Lots of lightning. Lots of wind.
2)  Controllable enough not to harm friendlies.

Tentative Order?
Move al-Mutriqa to the plains.  DO NOT CEDE GROUND.  MOSKURG DEPENDS ON YOU.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: NUKE9.13 on March 24, 2017, 11:24:27 am
I think we should accept the fact that anything we design will not be revised over the teletalk wands this turn. Arstotzka is almost certainly going to try something to slow our advance in the plains, and combining that with the teletalk wands not being cheap might cause us to lose our hold there.
Based on the description provided, I'd say they're cheap enough. Making them even cheaper wouldn't offer much more of an advantage- what is the common soldier going to do with a Teletalk rod, even if he could use it?
I think our lead in the plains is so substantial that unless they can come up with some sort of jamming device for our Teletalkers, we should be able to hold on.

The ballista is a good thought, but based on experience I think constructing a brand new piece of seige equipment (which would be vulnerable to fireballs) and layering multiple enchantments on it would be asking for trouble.

The key here is incrimental developments.
You're right. Design a basic ballista first, then add enchantments later.

Catapult first then? Especially since we can go to town launching whatever.
Whilst technically a simpler design, I feel like our experience designing the recurve bows may aid us more in the creation of a ballista. They don't work in exactly the same way, but there are similarities.

Design: Storm Strike
This spell is Moskurgs first foray into weather magic that uses more than wind, and their first serious Main Battle Spell.  A massive, roiling storm is called forth overhead, clouds dark and imposing, striking fear into the hearts of the enemy.  Pouring rain leaves fields nothing more than pits of mud, making marching difficult and snuffing out fireballs.  Winds scream across the land, leaving backs bent and even blowing careless men from mountain tops.  Awe-inspiring pillars of white-hot plasma strike the ground with thunderous booms, crashing down amongst enemy troops like the hammer of God.  This spell is the righteous fury of Moskurg incarnate.

Priorities in order of most to least important:
1)  Lots of rain. Lots of lightning. Lots of wind.
2)  Controllable enough not to harm friendlies.
This seems a bit ambitious. Creating such a powerful storm from whole cloth would probably be beyond our abilities. I was thinking more along the lines of blowing existing storms away from our forces and towards the enemy, and maybe creating small storms if we roll well when designing it.
I especially think the bit about lightning is going too far. Lightning Bolt* would be its own spell, I feel, one that would be equivalent to their fireballs.

Tentative Order?
Move al-Mutriqa to the plains.  DO NOT CEDE GROUND.  MOSKURG DEPENDS ON YOU.
Hmm. Maybe. That would be a basically free way to reinforce the plains.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: evictedSaint on March 24, 2017, 11:31:45 am
I feel like developing weather magic is the way to go - I was hoping natural lightning would bridge the gap to lightning spells.  If we can just make it rain, then muddy fields would make holding the plains much, much easier.  It's a defensive spell we can later soup up into an offensive spell.

But if you still think it's too ambitious (incrimental developments are  key, after all) then what about this?

Design: Twister
The Cyclone Shield, but on a much, much larger scale.  Wind bent into a massive tube swirling at high speeds.  Is devestating in forests and jungles, where the readily available debris makes it a gruesome and deadly work of nature.  Powerful enough to lift men off the ground and throw them dozens of yards away, and terrifying enough to make the smarter ones run.

(Just to be clear, my +1 is still weather magic since fixed seige emplacements likely wont be as effective)
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: NUKE9.13 on March 24, 2017, 12:49:42 pm
Revision Credit:  A cultured scholar, Jibril Saadiya, has come to the isle of Forenia, having heard rumours of magic.  He claims to be a mystic and alchemist, and whilst you have doubts about that he certainly seems sharp and would be a welcome addition to your design team.  He appears to be a Saracen and consequently enjoys culture, entertainment and erudition.  The nation that is the most cultured, entertaining or erudite will attract this scholar and his keen mind.
Now you're just handing them to us. Come on, give Arstotzka a chance to win one of these. Culture? Those northern barbarians don't even know the word.


Anyone else feel like chiming in with an exposition of some aspect of Moskurgian culture? I mean, I know getting a credit now seems like overkill, but at the end of the day, we play to win- and if that means stomping on Arstotzka whilst it's down, so be it.



Current votes for design:

Weather Control: NUKE9.13, S34N1C
  Storm Strike: evictedSaint (essentially a more advanced form of Weather Control)

Need more votes :/
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: Taricus on March 24, 2017, 12:52:21 pm
You can presume my vote is for weather control; I came up with it in the first place :P
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: NUKE9.13 on March 24, 2017, 01:00:49 pm
You can presume my vote is for weather control; I came up with it in the first place :P
Well... I actually suggested it last year, but whatever.
You also suggested Magic Potions, so it wasn't clear which one you preferred. But noted, Weather Control it is.

Current votes for design:

Weather Control: NUKE9.13, S34N1C, Taricus
  Storm Strike: evictedSaint (essentially a more advanced form of Weather Control)

Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: evictedSaint on March 24, 2017, 01:03:28 pm
Storm Strike is just a cool name for the spell and a description of what we ultimately hope for it to be. It's just Weather Control++

A spell without a cool name? What, are we Arstotzkans? Running around screaming "fireball" over and over again?
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: NUKE9.13 on March 24, 2017, 01:14:05 pm
Storm Strike is just a cool name for the spell and a description of what we ultimately hope for it to be. It's just Weather Control++

A spell without a cool name? What, are we Arstotzkans? Running around screaming "fireball" over and over again?
Okay, fair enough. So long as we recognise that our average case scenario (ie, the result from a four) is just to be able to move storms around, and maybe strengthen them a little bit, not outright create them. Lest we suffer -1s for our hubris.

Current votes for design:

Storm Strike (né Weather Control): NUKE9.13, S34N1C, Taricus, evictedSaint

Alright, that seems like a decent majority for Weather Control Storm Strike. Now to hope for a merciful GM and some good rolls.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: Taricus on March 24, 2017, 01:16:02 pm
Well, storm strike would be a bit of a misnomer, given the primary function is to remove storms.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: evictedSaint on March 24, 2017, 01:16:45 pm
Eh...I guess? But it gives us something to aspire to : )

And it does it just remove storms? Should we try for creating storms, too? Even bringing rain would help with putting out fireball fires and make holding the plains easier - marching through mud into a storm of arrows isn't easy.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: Taricus on March 24, 2017, 01:44:12 pm
Technically it does both. Well, that's the intent anyway, no doubt the dice will have other ideas in mind.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: evictedSaint on March 24, 2017, 04:09:50 pm
Jibril Saadiya
The Kingdom of Moskurg is the Jewel of the South.

Towers of sandstone rise from the dunes, visible from miles away.  The palace sits at the heart of the city like a bird of paradise among her eggs.  Though the palace is truly a work of art all on its own, the lifeblood of Moskurg pumps outside of its walls.  Our open air bazaars boast the widest selection of wares available on the continent.  No taste is too eccentric for those willing to pay, and it is here you can find anything from rugs and fabrics woven by local artisans to rare and colorful birds brought from the jungles to the west.  Spices of every flavor and color imaginable can be bought here, as well as precious jewels hewn from the earth.  For an alchemist such as  Saadiya there is no place better to be - rare and obscure concoctions and powders can be procured with ease from the stalls.  Even elements from other continents can be found here to a limited degree; brought back from the occasional trading voyage across the treacherous seas.

But surely there is more to life than research, no?  If so desired Saadiya could visit the race tracks, where proud Moskurg riders show off their mastery of our fine Moskurg horses.  It is a popular pass-time, with exciting events between races.  Mock fights, acrobatics, and short comedy sketches keep the crowd entertained while the next race is prepared.

Or perhaps he'd prefer the more subdued thoughtfulness of the art museum?  It is a humble place - little more than an offshoot of the palace - but it is here Artisans of all types display their noncommercial works.  Paintings line the walls, vases stand proud on pedestals, and statues hewn from sandstone reach towards the ceiling.

Should Saadiya choose to stay with us, we can promise free, unrestricted access to our library, as well as a stipend to encourage his forays into alchemy and even a room in his Sultans Palace.  If this man was ever a scholar, then he would know Moskurg is the best choice to further his research into the Mystical and Unknown.  We welcome him with open arms.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: Iituem on March 24, 2017, 09:41:02 pm
Storm Strike: [2, 5-2, 3-1]  It turns out messing with the weather is a little more complex than just spinning the air in circles, but you reckon you might be able to get something interesting if you do just that.  And, in a strict sense, you do.  A circle of skilled mages, distributed over a wide area, can create a cyclone over the course of a day.  A literal cyclone, not just some twister; by shifting vast quantities of air they twist the clouds around and create a massive drop in pressure over the target area.  Pretty soon winds pick up, rain starts to fall and a storm comes into being.

The good news is that the strong winds seriously disrupt ranged warfare, wrecking arrow trajectories.  The bad news is that you have no way to paint exclusions for your own men; this is large-scale manipulation of a whole weather system, something you discover to be a very imprecise art.  The storms prove much more useful to you on the defence, as your own ranged troops are as affected as the enemy, but at least in the rain you can take cover and make it harder for your enemy to reach you.  Very Expensive.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: Taricus on March 24, 2017, 09:46:14 pm
Well, that is certainly going to wreck their melee, but it'd wreck ours without being on the defensive and it ruins our ranged units (Doubly so since the glue of the bows themselves is not waterproofed, unlike theirs.)

Revision; Clear Skies : Using our Storm Strike spell as a base, reverse it's effect to effectively create a spell to clear storms instead of creating them.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: NUKE9.13 on March 25, 2017, 01:07:02 am
Oof. Yeah, I was afraid of that. Still, that could've gone a lot worse. And now we have an in into weather manipulation.

Revision; Clear Skies : Using our Storm Strike spell as a base, reverse it's effect to effectively create a spell to clear storms instead of creating them.
Hmm. Yeah, that'll fly, right? You just have to reverse the polarity. +1

E: Also I think we should

Order: Redeploy al-Mutriqa to the plains, to ensure we retain control.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: Kashyyk on March 25, 2017, 02:18:27 am
Revise the teletalk wands. As they are now expensive again, we will lose the awesome effect they caused last turn. If we revise them to be cheaper, then we can maintain the previous level of coordination  permanently.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: NUKE9.13 on March 25, 2017, 02:21:23 am
Revise the teletalk wands. As they are now expensive again, we will lose the awesome effect they caused last turn. If we revise them to be cheaper, then we can maintain the previous level of coordination  permanently.
Er, no. They were previously Very Expensive, and they are now permanently Expensive. We got the effect last turn from them being just Expensive. There is no need to make them cheaper.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: Taricus on March 25, 2017, 02:48:43 am
Hey, at least that weather magic has a civilian purpose too; we can ensure the farmers get rain when they need it and if the revision is successful clear skies when rain would ruin crops.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: Kashyyk on March 25, 2017, 02:51:24 am
Huh. That's not how expense credits worked in Sensei's games.

But okay, I'm not gonna complain about that.

I'll change to Clear Skies
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: evictedSaint on March 25, 2017, 07:10:58 am
Clear skies +1

We can afford the slow build to a more powerful magic, I think - or should we *finally* upgrade gust of wind to deflect fireballs?  Defense is critical, after all.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: NUKE9.13 on March 25, 2017, 07:21:25 am
How do we feel about redeploying al-Mutriqa? Moving him to the plains would be a good way to cement our control over them. Anybody want to second that order?
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: Taricus on March 25, 2017, 07:24:27 am
While it could help cement control over the plains, we could also use his help in moving into the mountains.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: Kashyyk on March 25, 2017, 07:25:46 am
I'd suggest back to the jungle. I think we can reliably hold the Mountain/Desert border, and if we can secure the Jungle we'll have more reinforcements and resources than Arstotzka.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: evictedSaint on March 25, 2017, 07:27:19 am
We need to hold the plains if we want to turn the war around.  Move Al to the plains.

But can we discuss the possibility of revising the Gust of Wind, though?  Clear Skies might be complicated enough to be a Design Phase, and absolutely negating their fireballs would be an absolute game changer.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: Taricus on March 25, 2017, 07:42:41 am
Depends if Iituem says it'd be a design to get clear skies or not. If we get both this turn it means we have a decisive advantage; we can make the ground muddy and then make the skies clear so that the enemy has to trudge through the mud while we've got a lot of archers able to clear shoot them down while they slog through.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: evictedSaint on March 25, 2017, 08:06:32 am
Doesn't he usually say who won te credit during the battle phase?  Even if we win, we aren't getting two revisions this turn.

Edit: derp, misread your reply. 

Yeah, I guess improving our mastery of the weather would be a game changer, but we should definitely spend next turns revision trying to buff our Gust of Wind.  Right now their fireballs are doing all their heavy lifting.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: NUKE9.13 on March 25, 2017, 08:50:52 am
I also worry that a revision alone might not be enough to get us Clear Skies, but even if it doesn't, it (probably) won't do nothing. And any improvement on our control of the weather is a good thing.

While it could help cement control over the plains, we could also use his help in moving into the mountains.
I think we should hold off on trying to retake the mountains until we have developed a new aggressive spell or piece of equipment that could help us there. At the moment none of our advances give us a boost in the mountains, which favour small-scale ambushes and skirmishes in rough terrain: not our forte.
If I were them, I'd either be developing something to retake the plains, or hold on to the mountains- either way, we'd be better off focusing our defensive efforts on the plains.


Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: evictedSaint on March 25, 2017, 09:01:34 am
I'm just wary of building Dooms Day Spells.

Our strategy thusfar has been mass support for our boots on the ground, while Arstotzka keeps trying to build Death Stars.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: NUKE9.13 on March 25, 2017, 09:07:30 am
I'm just wary of building Dooms Day Spells.

Our strategy thusfar has been mass support for our boots on the ground, while Arstotzka keeps trying to build Death Stars.
Have they? Do we actually have any idea what, besides Fireballs, they have created?

EDIT: Went back and re-read all the turns up till now.

911: ? ? ? Something about commoners giving orders to noblemen?
912: Fireballs, the bane of our existence.
913: ? ? ? Snipers and bodyguards? Possibly (but probably not) storm magic?
914: ? ? ? No indication of them doing anything.

I feel like maybe they keep designing things, getting poor rolls, and then giving up on them. They should be more persistent. It took us 3 revisions* to get Teletalk wands working how we wanted them to, and boy was it worth it.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: evictedSaint on March 25, 2017, 09:08:29 am
More fireballs.  They just keep reverse engineering fireballs, I think.


@Iituem: are our compound bow lacquered?
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: Taricus on March 25, 2017, 09:45:08 am
Our bows aren't lacquered (That will make them expensive until we get the jungle), so rain is a serious concern for our archers.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: evictedSaint on March 25, 2017, 09:48:53 am
Our bows aren't lacquered (That will make them expensive until we get the jungle), so rain is a serious concern for our archers.

Ah, then I guess weather control is the correct move, then.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: Taricus on March 25, 2017, 09:51:04 am
Even if they were the bowstrings aren't waterproof anyway :P
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: evictedSaint on March 25, 2017, 09:53:39 am
You typically wax bowstrings to protect them from moisture >.>
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: Iituem on March 25, 2017, 05:39:14 pm
You could devise a clear weather form for the Storm Surge (reversing the polarity to create an anticyclone), I'm just curious what motivations you have beyond protecting against storms being raised against you.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: Kashyyk on March 25, 2017, 05:41:33 pm
More weather control skill is nice, eventually we'll be able to snipe enemy officers by calling down targeted thunderbolts.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: Iituem on March 25, 2017, 05:43:26 pm
Fair enough, more experience in weather control magic is a good reason.  I'll work on revisions now.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: evictedSaint on March 25, 2017, 05:47:32 pm
We want to make muddy fields to improve defense, but rain hurts our bows.

The solution is either revise the bows to be lacquered, or revise the storm to be more controllable.  Of those two choices, storm control is better in the long run because we eventually want to call down lightning and make tornados and stuff.

Unless we can make an Order to make future compound bows lacquered?

I like the casual handwaving explination of "reversing the polarity" btw
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: Taricus on March 25, 2017, 05:48:57 pm
Not to mention being able to cal;l rain on demand and then send it away when we don't need it will be a boon to agriculture.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: evictedSaint on March 25, 2017, 06:18:58 pm
Guys, I just thought of a use for the Plains Bonus (if we can hold onto them this turn).

Because we'll have more men to utillize, what if we devised a "spirit bomb" type energy drain? We could pull energy from our men in reserve to boost/suppliment the power of our spells.

The downside is it'd probably take an entire design/revision cycle (perhaps even two due to complications) but we could eventually progress that towards draining enemies instead.

Aside from doing some horrible "human sacrifice" type thing, I'm not sure how else we can use that bonus...
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: Iituem on March 25, 2017, 06:54:05 pm
Clear Skies:  [6!] A reversal of the Storm Strike, this clears skies of natural weather by forming an anti-cyclone.  You had a lot of success working this one out, and the real benefit is that you can nest one spell inside another, by having one circle conjure a storm and one within clear that storm in a localised area.  The benefit of this is that you can keep a stationary area dry, which means that during a mass battle you can keep your own troops relatively dry and calm whilst raining down on the enemy.  This is... less useful on the offensive, and you can't really move the clear circle, so you will still suffer those penalties whilst skirmishing.  However, it should limit enemy ranged abilities everywhere.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: evictedSaint on March 25, 2017, 07:11:19 pm
God damn, that's fucking awesome!!!  This is going to be really useful once we develop the spell further
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: Kashyyk on March 26, 2017, 01:37:06 am
What about a Maille shirt rollout? Whilst it (obviously) uses metal, even now maille has to made by hand, there is no machine that can put the links together. We can use our plains labour as one giant sweatshop to churn the stuff out.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: NUKE9.13 on March 26, 2017, 01:43:29 am
Cha-ching!
Also, Iituem, one reason we might want clear skies is if we wanted to attack the mountains again, only for storms to make combat impossible.
We can also use it at sea to save our ships from natural storms.
Basically, it means we can always choose the weather that best suits us.

With this revision, though... recapturing the plains is going to be impossible.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: Taricus on March 26, 2017, 02:35:28 am
Alright. Now, we're going to need more cultural stuff to entice the saracen to our lands for that extra revision (Do we have anything that even needs revising?)
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: NUKE9.13 on March 26, 2017, 03:24:05 am
Alright. Now, we're going to need more cultural stuff to entice the saracen to our lands for that extra revision (Do we have anything that even needs revising?)
Not really. But that doesn't mean we should just let them have this one.
I've done my bit... or at least, I've done something. Me and evictedSaint have both written something about our Glorious Capital, and why he should visit.

Quote from: Me
Jibril Saadiya
The Kingdom of Moskurg is the Jewel of the South.

Towers of sandstone rise from the dunes, visible from miles away.  The palace sits at the heart of the city like a bird of paradise among her eggs.  Though the palace is truly a work of art all on its own, the lifeblood of Moskurg pumps outside of its walls.  Our open air bazaars boast the widest selection of wares available on the continent.  No taste is too eccentric for those willing to pay, and it is here you can find anything from rugs and fabrics woven by local artisans to rare and colorful birds brought from the jungles to the west.  Spices of every flavor and color imaginable can be bought here, as well as precious jewels hewn from the earth.  For an alchemist such as  Saadiya there is no place better to be - rare and obscure concoctions and powders can be procured with ease from the stalls.  Even elements from other continents can be found here to a limited degree; brought back from the occasional trading voyage across the treacherous seas.

But surely there is more to life than research, no?  If so desired Saadiya could visit the race tracks, where proud Moskurg riders show off their mastery of our fine Moskurg horses.  It is a popular pass-time, with exciting events between races.  Mock fights, acrobatics, and short comedy sketches keep the crowd entertained while the next race is prepared.

Or perhaps he'd prefer the more subdued thoughtfulness of the art museum?  It is a humble place - little more than an offshoot of the palace - but it is here Artisans of all types display their noncommercial works.  Paintings line the walls, vases stand proud on pedestals, and statues hewn from sandstone reach towards the ceiling.

Should Saadiya choose to stay with us, we can promise free, unrestricted access to our library, as well as a stipend to encourage his forays into alchemy and even a room in his Sultans Palace.  If this man was ever a scholar, then he would know Moskurg is the best choice to further his research into the Mystical and Unknown.  We welcome him with open arms.

Maybe some cultural info about life outside of the capital? Or perhaps a more intimate, small-scale description of a given location within said hallowed city?
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: Taricus on March 26, 2017, 08:07:45 am
Saadiya Madrasa:
The primary centre of magical learning in Moskurg is one of the finest examples of architecture on Forenia. Kept separate from the other numerous other educational institutions in order to prevent mishaps in case of a spell gone wrong (Or right and aimed at the wrong target), the Saadiya Moskurg Madrasa houses the finest mages and apprentices on the landmass.

The largest structure, the aptly named tower of storms, of the campus resides in it's northwestern part, as the epicentre of our research and trials in making the heavens shift upon our request (Only allah may command heaven). Centred here is our research into the winds and weather; allowing us to accurately predict the weather and sometimes change those predictions should they prove ruinous. While only a recent construction, the tower is a significant and important part of the campus.

While less impressive than the Tower of Storms, the Halls of Thought are a pivotal and irreplaceable part of Moskurg's Madrasa and it's magical curricula; the magics practised within allowing a practicioner to more easily master their own mind, and to use said mastery to communicate to others. Of certain note is the use of mind magics in regards to the city guard; the ability to pry the truth out of a suspect's mind means a judge can easily solve a case, and ensure true justice is meted out on the wicked.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: Iituem on March 26, 2017, 10:53:21 am
Forenia, 916

In the early months of 916 a comet was sighted over Arstotzka.  Shortly thereafter a rock crashed to earth near the capital city, leaving a crater in the shape of the Foe Axe, a weapon supposedly held by one of their gods.  A religious fervour comes over the nation and whilst it is spent by the end of the year, 916 sees Arstotzkans fight with renewed and deadly vigour.

Storms cover the whole of the mountains throughout the year, heavy rain causing the ground to run and strong winds sending arrows flying unpredictably.  Despite narrow contest between the two armies, Arstotzka finally manages to rout the last of Moskurg's positions in the foothills, ending conflict in the mountains.  Two whole Moskurger armies are captured and selectively ransomed or, when ransoms are not forthcoming, executed.

The Arstotzkan invasion of the desert has begun.


Hurricanes plague the jungle, with driving monsoons and flooding of large sections of the soft ground.  Many heavier troops get bogged in the ground and the going is tough and brutal.  Despite, once again, a slight advantage to Moskurg, Arstotzka completely overruns the jungle, heavily armoured troops taking back position after position until the jungle is once again split evenly between Moskurg and Arstotzka.  All Moskurger armies in the jungle are put to the sword.

The Arstotzkans have unveiled two secret weapons this year, one of which is armour.  Plate mail armour.  We have heard tales of such armour being worn by knights in Europe, a harness for elite knights and warriors.  Somehow they have managed to equip over a third of their army in plate mail, with the remainder still wearing breastplates and plate armour elements.  Swords glance off their armour, arrows barely pierce it.  With such an advantage have they taken back the jungle.



The storms continue on to the plains, heavy rainfall turning the open fields to slick mud.  Garbed in full plate, the heavy infantry of Arstotzka march out to battle and strike blow after blow against the Moskurger defenders.  They unveil another weapon, as their wizards conjure forth long walls of flame to guard their positions against the enemy and to force Moskurger troops in main battle to move as they direct, creating choke points to their advantage.  The plains are Moskurg's one position of strength, and once again that strength is marginal by comparison.  However, Moskurg is able to secure their position and then push out past the last border forts into the taiga itself.

Moskurg has control of the plains.


The second Arstotzkan secret weapon was unveiled; apparently they can conjure static walls of flame to control the shape of the battlefield.  These flames are too hot for the storm to put out, and give them a serious tactical advantage by being able to dictate where and when we can travel on the field.


Combat at sea is a constant back and forth with no real territorial gains on the coast.  Both sides lose ships, but Moskurgers really lose out where Arstotzka gets its lost sailors back due to ransoms and Moskurger chivalry.


We lost literally half of all troops we have, and have been able to reinforce half of that loss again.  It is a rough time for Moskurg.


Revision Credit:  [3+1 vs 3+3]  Jibril Saadiya has been treated to the wonders of both nations and their capitals, and enjoyed a luxury of culture, erudition and entertainment.  In the end, despite the tall towers, the universities, races and wonders of Moskurg, he chooses Arstotzka because they prove to have marginally more religious tolerance, and it turns out that he left his old country due to some frankly heretical beliefs that wouldn't have sat well with the priesthood back in Moskurg.  The Arstotzkan priests aren't happy about him either, but they have less power to act on that, and so he joins the Arstotzkans and contributes his great knowledge and ability to their research team.

Arstotzka has gained the revision credit for this turn.
Spoiler: Moskurg (click to show/hide)
Spoiler: Arstotzka (click to show/hide)

It is 916, the Design Phase.

Spoiler: State of Forenia, 916 (click to show/hide)
Spoiler: Moskurger Equipment (click to show/hide)
Spoiler: Moskurger Spells (click to show/hide)
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: S34N1C on March 26, 2017, 11:10:03 am
It doesn't seem like our storms did much of anything to them. I think it's time to bring the thunder.


Lightning Strike: Call down a bolt of lightning on a target.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: NUKE9.13 on March 26, 2017, 11:13:20 am
Ayup. Saw that coming. Heavy armour. What a drag.

So, time for some lightning?

Lightning Bolt: Deal 3 damage to target creature or player. With control of the storms within our grasp, naturally it falls on us to harness the most potent of its weapons, lightning. By careful manipulation of the storm clouds, we call down blasts of lightning upon the enemy, frying them in their armour.

Or should we deal with their heavy armour in a more mundane way?

Scorpion (bolt thrower): Is it a giant crossbow, or a tiny ballista? Either way, it is a fearsome weapon. Using our knowledge of tension and composite materials, we construct a device capable of firing thick bolts or stones over vast distances. Though not as powerful as a ballista, the scorpion makes up for it in its portability and ease of use; it only requires a single crew member, who is nevertheless capable of an appreciable rate of fire.
The scorpion can be deployed in large scale battles, slaying enemy troops from distances that archers can only dream of. It can also be deployed at sea, firing from ship to ship (it is not really powerful enough to do structural damage to an Arstotzkan longboat, but it can still clear the decks long before they enter archery range).
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: Taricus on March 26, 2017, 11:15:36 am
Alright, first off we send Al-Mutriqa back to the mountains, we cannot leave him in the plains when the enemy is pressing onto our capital. We got a good one with taking down their wizard though.

Now, We're going to need pikes and other heavy melee weapons to counter the Arstotzkans (Though that should be easy enough; war-hammers, halberds and the like should help there) and something out counter those firewalls (Or turn them against their creators by moving them)
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: NUKE9.13 on March 26, 2017, 11:22:21 am
Alright, first off we send Al-Mutriqa back to the mountains, we cannot leave him in the plains when the enemy is pressing onto our capital. We got a good one with taking down their wizard though.
I believe you mean the desert. We've been totally driven out of the mountains. But yes, regardless of what ever else we do:

Order: Redeploy al-Mutriqa to the desert.

Now, We're going to need pikes and other heavy melee weapons to counter the Arstotzkans (Though that should be easy enough; war-hammers, halberds and the like should help there) and something out counter those firewalls (Or turn them against their creators by moving them)
How about lances? Add a contus to the lineup, see how their plate armour stands up to a four-meter long lance with all the force of a charging horse behind it. We could conceivably develop lances with a revision of basic spears.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: evictedSaint on March 26, 2017, 11:23:42 am
Hey Iituem, assuming Arstotzka doesn't take forever with their designs and revisions, you can pretty much hurry this design phase along.  I think it's pretty obvious what our choice is.

Storm Strike: The Hammer of Allah
Moskurgs first main-line battle spell.  Using our rapidly expanding knowledge of weather magic, lightning is called forth from the sky to strike the ground with alarming frequency.  The bolts eagerly leap to mass congregations of steel on the ground and fry everything in the blasts radius.  In addition to wrecking the enemy's moral, the spell has the potential to devastate entire squads and disrupt the enemy's battle line.  With great difficulty, Moskurg mages can even direct these wild stallions of the sky to specific targets.  Arstotzkan Elite Guards can crowd around their commanders, but even they can't deflect a blast from the heavens.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: Taricus on March 26, 2017, 11:28:08 am
Requires a horse charging with it. And horses are expensive. We need cheaper armour defeating weapons that can be used by infantry, the light infantry in particular. If we do that not only would we still outnumber them, but it means the mud is more of a horrific proposition for them; the enemy now has to worry about being attacked by units that can more easily navigate the mud who can defeat their armour easily or otherwise push them face-down into the mud to drown.

And Saint, I don't think it's going to be the obvious choice.

@Iituem: How many weapons could we feasibly design using the one design action this turn?
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: NUKE9.13 on March 26, 2017, 11:31:38 am
Requires a horse charging with it. And horses are expensive. We need cheaper armour defeating weapons that can be used by infantry, the light infantry in particular. If we do that not only would we still outnumber them, but it means the mud is more of a horrific proposition for them; the enemy now has to worry about being attacked by units that can more easily navigate the mud who can defeat their armour easily or otherwise push them face-down into the mud to drown.
I see what you mean.
It really sucks that the plains bonus isn't more horses. That would've been great. As it is, 'more people (but not more armies)' is just... kinda useless? Unless we want to start using blood sacrifice or whatever, but that seems... excessive.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: Taricus on March 26, 2017, 11:34:30 am
Technically we could use that to mean just about anything though, so long as we can argue for it :P
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: Iituem on March 26, 2017, 11:48:49 am
I may revise that bonus in due course, it's a bit non-specific but other options were too powerful.  I need to think on it.

You can design one weapon with a design action; the only way to affect multiple weapons would be to design a new manufacturing process or material that would affect multiple existing weapon designs.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: evictedSaint on March 26, 2017, 11:52:04 am
Okay, there's a couple of ways to defeat heavy armor if you guys don't want to go the obvious route and fry them all with lightning.

Lucky Strike: Gust Guidance
Use wind to bolster our lucky strike to be more precise and go further.  Heavy armor still has weak points - eye slits are the natural choice.  Defeated by shields.

Bodkin Arrows
With the natural strength of our compound bows, bodkin points on our arrows will let us punch through plate at close range.  The likelihood of armor penetration is debated, however.

Order: Examine Armor
Gather the armor from the fallen enemy soldiers and examine their design for weak points.  I actually strongly recommend this order, regardless of what we decide.

Billhook
An upgrade to our spears, the addition of a hook allows the common soldier to grab a heavily armored opponents loose armor pieces and drag him to the ground, where he's easier to stab to death.

Horse Breeding Program
With the plains at our disposal, we can expand our herd to make mounted soldiers more common.  Militia knights are a cheap way to get lance charges in against the enemy.

Improved Mindreading
It's time to get our mind reading advantage back.  Increasing the range at which mages can read minds puts them outside of their elite guard's kill range.

Madness
Using our failed attempt at teletalk wands that caused insanity and our forays into mind reading, our mages can induce madness in select targets permanently or in swaths of troops for a temporary period.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: crazyabe on March 26, 2017, 11:57:15 am

Hey Iituem, assuming Arstotzka doesn't take forever with their designs and revisions, you can pretty much hurry this design phase along.  I think it's pretty obvious what our choice is.

Storm Strike: The Hammer of Allah
Moskurgs first main-line battle spell.  Using our rapidly expanding knowledge of weather magic, lightning is called forth from the sky to strike the ground with alarming frequency.  The bolts eagerly leap to mass congregations of steel on the ground and fry everything in the blasts radius.  In addition to wrecking the enemy's moral, the spell has the potential to devastate entire squads and disrupt the enemy's battle line.  With great difficulty, Moskurg mages can even direct these wild stallions of the sky to specific targets.  Arstotzkan Elite Guards can crowd around their commanders, but even they can't deflect a blast from the heavens.
+1
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: NUKE9.13 on March 26, 2017, 11:58:26 am
Do we need to use an order to tell them not to summon storms in the desert region, or is that just common sense? If anything, we want to use clear skies to maximise the sunlight and heat that those tin-canned-soldiers are exposed to. Rain will just help them, by cooling them down.

Horse Breeding Program
With the plains at our disposal, we can expand our herd to make mounted soldiers more common.  Militia knights are a cheap way to get lance charges in against the enemy.
I was thinking about something like that. If that'll fly as a design (or even a revision?), we should definitely do it.
That way it isn't straight up the bonus provided by the plains, but it is an action enabled by holding them.

In fact, unless Iituem says it definitely won't work, I'm going to vote for that for now. +1 to Horse Breeding
We can use a revision to develop lances from spears, and then we'll have plentiful lance-armed horsemen to pierce their heavy armour.

Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: Taricus on March 26, 2017, 12:00:37 pm
To be fair just having everyone on a horse gives us a massive advantage due to mobility; they simply would not be able to force engagements.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: NUKE9.13 on March 26, 2017, 12:06:02 pm
To be fair just having everyone on a horse gives us a massive advantage due to mobility; they simply would not be able to force engagements.
Yeah, but always avoiding combat doesn't work either. They can just advance their army from castle to castle whilst we dance around them uselessly.
Having horse archers or lancers, that gives us a massive advantage. But so does having heavy plate for 1/3 of their army.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: evictedSaint on March 26, 2017, 12:06:58 pm
@Iituem: Would horse breeding be a revision, or a design?

If it's a revision, we should do Hammer of Allah.  If it's a design...well, that sucks, but we should do the Horse Breeding Program and either revise our Gust of Wind to deflect fireballs, or try to revise our Storm Strike to have natural, uncontrolled lightning.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: Taricus on March 26, 2017, 12:08:50 pm
Men without food can't fight. Starvation is funny like that.

And revising gust of wind or using the revision to make a variant that uses the Arstotzkan's firewalls against them would be a dream AND uses their own power to kill them. It isn't unchivalrous if they kill themselves!
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: evictedSaint on March 26, 2017, 12:21:55 pm
If our horses are faster and we have teletalk wands, what about an order to create our own elite troops?

Order: Elite Skirmishers
Code named "The Black Djinni", these men are elite soldiers trained to harass and disrupt the enemy behind their lines.  Faster than any Arstotzkan horse, they can constantly outrun pursuers and disappear into the wilderness.  Masters of hit-and-run tactics, they target unsuspecting soldiers asleep in their tents, supply caravans, and torch farms far behind their main line.  They are the best of the best, and excel at picking their battles.

Edit: Actually, this would probably be a design, not an order...
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: Taricus on March 26, 2017, 12:37:21 pm
That could certainly work, yeah.

Anyway, design:

Warhammers: Effectively a hefty bit of metal on a handle. The handle comes in variable sizes for one handed & two handed use. Designed to primarily be effective against armoured troops, the weapons are still viable against light troops.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: evictedSaint on March 26, 2017, 12:42:37 pm
If we're designing an anti-armor weapon, then we should go with the Billhook.

It's a version of the spear, which we already use, so we'd get a bonus to development.

Or - just gonna pitch this idea out there - we could do some magical spell that would not only defeat their armor, but also be extra effective against people wearing it.  Some sort of electricity spell, perhaps. Something that uses our control of the weather, even.  Like...a lightning bolt or something.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: Taricus on March 26, 2017, 12:48:24 pm
We need weapons light enough to be used from horseback as well as on foot. While billhooks are good weapons they do suffer the issues inherent to polearms.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: evictedSaint on March 26, 2017, 01:00:35 pm
I suppose so.  Either way, we should probably spend our turn designing the Horse Breeding Program to take advantage of the plains - the sooner we start utilizing that advantage, the better.

Really, it boils down to three options to beat their armor:
1) The Hammer of Allah.
2) Horse Breeding Program.
3) Warhammer/Billhook/Warpick.

Unless someone else has something that trumps all three of these, we should probably start voting on which route to consider.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: crazyabe on March 26, 2017, 01:06:32 pm

I've voted for the shock and awe option.


Oh, and we should also send an order for the capture of  our opponent's mages so we can reverse engineer their spells.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: evictedSaint on March 26, 2017, 01:21:10 pm
Capturing someone who hates us and can spew fireballs at will and trying to get him to teach us how to do it sounds...dangerous.  There's no way we could do that in an order.

Orders we COULD do: examine captured armor for weaknesses, move Al back to the desert.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: crazyabe on March 26, 2017, 01:26:05 pm
We have Read minds, if we were to create a version which is more Tear apart someone's mind for information about how a spell works...
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: evictedSaint on March 26, 2017, 01:29:02 pm
We're getting a bit ahead of ourselves, here.  That would require another design and revision phase, and right now we're trying to stop the bleeding their armor is causing.

1) The Hammer of Allah.                    Crazyabe, Kashyyk, evictedSaint
2) Horse Breeding Program.               Nuke
3) Warhammer/Billhook/Warpick.       Taricus
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: Kashyyk on March 26, 2017, 01:46:06 pm
I vote for the Hammer of Allah. Weather control experience,  plus not having to generate a lightning bolt from nothing (only encourage them to occur naturally) should make it pretty straightforward to do.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: NUKE9.13 on March 26, 2017, 02:12:44 pm
On the condition that Iituem is okay with it, I'm voting for Horse Breeding.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: evictedSaint on March 26, 2017, 02:40:01 pm
@Iituem: How effective are our horse riders?  Would amping up our Storm Strike to be a regular thunderstorm be something we could concievably do with a revision or is it too ambitious?  I'm not sure where the line is drawn.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: ATHATH on March 26, 2017, 04:59:14 pm
Something that I cooked up for the order phase:

Order: The Manhattan Project:

Small groups of mages infiltrate/immigrate into Arstotska's capital and the cities that hold their largest plate mail producing facilities. They hide in secluded buildings at the edges of each of these towns, then cast Storm Strike. This will decimate Arstotskan infrastructure, potentially kill many of their leaders, and destroy vast amounts of that accursed plate mail (which is assumedly being stockpiled in these cities). We will then release a press-conference (or whatever the medieval-equivalent of that is) that states the the people who destroyed those cities were not ordered to do so and thus are terrorists who must be killed or captured on-sight (thus upholding our "chivalry" image). The infiltrating mages will be told about our plans to do this before the mission, but will be given adequate lodgings and resources in a hidden location. We will also send humanitarian aid to the affected cities. Some of this "aid" will be spies that can then take this opportunity to establish a nice spy network in Arstotska.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: evictedSaint on March 26, 2017, 05:03:11 pm
jesus christ, dude
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: ATHATH on March 26, 2017, 05:12:10 pm
jesus christ, dude
This is war, and one that we need to win quickly if we are to beat the deadline for/of this game.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: Taricus on March 26, 2017, 05:13:27 pm
We'll be fine. We won't win by stooping to their level. We have the core thread to bitch in instead :P
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: evictedSaint on March 26, 2017, 05:17:38 pm
Yeah.  The day we resort to terrorism is the day I defect to Arstotzka.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: ATHATH on March 26, 2017, 05:44:11 pm
Cowards and traitors, the lot of you.

If you want to waste the lives of more good, loyal Moskurgians in the name of "honor", fine, but just remember that Arstotska will not return this mercy.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: crazyabe on March 26, 2017, 05:46:58 pm
Don't bother to Listen to ATHATH, he's the guy who Almost drove Shadstyle to Giving up on forum games viva attempting to murder the (only) main character and fuck over the (Very limited) Plot to the best of his abilitys.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: Shadowclaw777 on March 26, 2017, 05:49:02 pm
Cowards and traitors, the lot of you.

If you want to waste the lives of more good, loyal Moskurgians in the name of "honor", fine, but just remember that Arstotska will not return this mercy.
We went down the route with Chivalry, we have to uphold and second that order is pretty much suicide. You do know the chance of our spies infiltrating an enemy nation when we're at Total War with them is basically asking for them to kill our spies. Second, that an order so it's even more unlikely because we just essentially saying, "Hey your a spy right?, yeah go immigrate and steal stuff to the people we hate, nothing could go wrong".
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: Iituem on March 26, 2017, 07:13:36 pm
Okay, I think we're currently split between horse breeding and the Hammer of Allah.  Both are valid design actions, I just need a tiebreaker to proceed.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: evictedSaint on March 26, 2017, 07:15:33 pm
1) The Hammer of Allah.                    Crazyabe, Kashyyk, evictedSaint, S34N1C
2) Horse Breeding Program.               Nuke
3) Warhammer/Billhook/Warpick.       Taricus

We need to do horse breeding, but I think the Hammer will make a more concrete difference right now.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: S34N1C on March 26, 2017, 07:33:41 pm
I'm for the Hammer
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: Iituem on March 26, 2017, 07:38:28 pm
Ah, missed that.

Hammer of Allah:  [6, 4-1, 4-1]  God is Good, and so is the application of excessive firepower.  By essentially creating a potent, randomised series of updrafts and downdrafts, you create a separation in the clouds similar to those of a natural thunderstorm.  It takes a lot of work to figure this out, and a great deal of buggering about with clouds at random, but after you accidentally kill six apprentices cloud-watching with lightning strikes you think you have it.

It... works.  Skilled wizards within the 'storm rings' that storm strike battlefields can seed lightning into the clouds, even to an acceptably localised area.  Once enough charge has built up, lightning will strike down onto the field more or less at random, but in satisfyingly large amounts.  It is devastating in the melee, where you can target large concentrations of men with minimal spillover to your own forces, but the inability to localise targeting means that this spell is as likely to hit your own troops as your enemy's during a skirmish, so your commanders are unlikely to apply it there.  Very Expensive.

Edit: [If you want to get this to a level where you can lightning bolt assassinate specific commanders, that definitely needs a revision.]
Title: Re: Wands Race - 916 [Moskurg]
Post by: evictedSaint on March 26, 2017, 07:41:06 pm
Okay, the obvious choice is to tighten the control of the Hammer, but let's also consider other options.

Revise our spears to have hooks at the end for anti-armor capabilities.

Revise our mindreading to be long-range, so we can get that bonus back.

Revise Gust of Wind to be strong enough to deflect fireballs.
Title: Re: Wands Race - 914 Design Phase [Moskurg]
Post by: ATHATH on March 26, 2017, 08:38:48 pm
Don't bother to Listen to ATHATH, he's the guy who Almost drove Shadstyle to Giving up on forum games viva attempting to murder the (only) main character and fuck over the (Very limited) Plot to the best of his abilitys.
Oi, I only did that first part because the main character tried to kill me first, and I wasn't intentionally trying to do either of the latter two things.

Cowards and traitors, the lot of you.

If you want to waste the lives of more good, loyal Moskurgians in the name of "honor", fine, but just remember that Arstotska will not return this mercy.
We went down the route with Chivalry, we have to uphold and second that order is pretty much suicide. You do know the chance of our spies infiltrating an enemy nation when we're at Total War with them is basically asking for them to kill our spies. Second, that an order so it's even more unlikely because we just essentially saying, "Hey your a spy right?, yeah go immigrate and steal stuff to the people we hate, nothing could go wrong".
How different are our two countries' ethnicities, actually? Has it ever been defined?  And I suppose that that the "spies" would most likely just be some fanatical soldiers with at least some experience in lying.

But that doesn't matter now, because my idea has been rejected (for now) and I'll respect that decision.
Title: Re: Wands Race - 916 [Moskurg]
Post by: evictedSaint on March 26, 2017, 08:41:35 pm
We've defined our prisoner policy as Chivalry - we release those who surrender to us unharmed.  It's the noble thing to do, and it lets the enemy know they wont be harmed if they surrender.

Other than that, we've been trying to do The Right Thing.  Arstotzka executes prisoners on a case-by-case basis, but we buy back the ones we can afford to.
Title: Re: Wands Race - 916 [Moskurg]
Post by: ATHATH on March 26, 2017, 08:55:06 pm
All I'm saying is that just because we're publicly chivalrous doesn't mean that we have to actually fight with honor, if we play our cards right.

But sure, I'll try playing "the good guys" this time.

Spell Idea: Field of Choking: This spell draws all of the air in an area towards (or away from the mage instead if that takes the same amount of effort to research) the mage that cast it for as long as the mage concentrates on this spell. This includes the air in the lungs of enemies, causing them to lose their breath and potentially choke to unconsciousness/death. New air that enter's this spell's area will be sucked out as well, but force will only be applied to the air affected by this spell for as long as that air remains in the spell's area.
Title: Re: Wands Race - 916 [Moskurg]
Post by: evictedSaint on March 26, 2017, 09:38:44 pm
Alright, we'll consider that idea for next time.

But for the time being, I vote we revise our Mind Reading Spell to be long-range.

Either that, or buff Gust of Wind to finally deflect fireballs and finally neutralize that offensive capability.  I'm on the fence about which would be more beneficial.

I would also like to formally nominate myself for Spy Master.

Edit to prevent double post: Hey, have you guys heard about the battle of Agincourt?  It's a battle where the defending English archer force was defeated by French knights in full plate armor.  Even though the field of battle was muddy and the French knights had to walk through a hailstorm of arrows to reach the English, none of that mattered!  Really weird, right?
Title: Re: Wands Race - 916 [Moskurg]
Post by: ATHATH on March 26, 2017, 10:34:39 pm
Alright, we'll consider that idea for next time.

But for the time being, I vote we revise our Mind Reading Spell to be long-range.

Either that, or buff Gust of Wind to finally deflect fireballs and finally neutralize that offensive capability.  I'm on the fence about which would be more beneficial.

I would also like to formally nominate myself for Spy Master.

Edit to prevent double post: Hey, have you guys heard about the battle of Agincourt?  It's a battle where the defending English archer force was defeated by French knights in full plate armor.  Even though the field of battle was muddy and the French knights had to walk through a hailstorm of arrows to reach the English, none of that mattered!  Really weird, right?
+1
Title: Re: Wands Race - 916 [Moskurg]
Post by: evictedSaint on March 26, 2017, 10:47:02 pm
Oh! And before we forget:

Order: examine armor from the Arstotzkan casualties from the last battle.  Look for weaknesses; disseminate findings to the troops.

Order: move Al to the desert. Do not cede ground.
Title: Re: Wands Race - 916 [Moskurg]
Post by: NUKE9.13 on March 26, 2017, 11:07:10 pm
Quote from: evictedSaint
But for the time being, I vote we revise our Mind Reading Spell to be long-range.
+1
Oh! And before we forget:

Order: examine armor from the Arstotzkan casualties from the last battle.  Look for weaknesses; disseminate findings to the troops.

Order: move Al to the desert. Do not cede ground.

+1
Title: Re: Wands Race - 916 [Moskurg]
Post by: S34N1C on March 26, 2017, 11:08:12 pm
Quote from: evictedSaint
But for the time being, I vote we revise our Mind Reading Spell to be long-range.
+1
Oh! And before we forget:

Order: examine armor from the Arstotzkan casualties from the last battle.  Look for weaknesses; disseminate findings to the troops.

Order: move Al to the desert. Do not cede ground.

+1
+1
Title: Re: Wands Race - 916 [Moskurg]
Post by: Kashyyk on March 27, 2017, 02:13:42 am
I vote billhooks. Military bills are based off of the agricultural tool of the same name, and we're designed to remove branches from trees. It would be child's play to stick it on the end of a longer haft and beef up the head slightly. They could then be used to pull away shields to expose an enemy, or hook onto limbs, pulling an enemy out of line and potentially off their feet. A soldier on the floor or out of formation is an easy kill.
Title: Re: Wands Race - 916 [Moskurg]
Post by: S34N1C on March 27, 2017, 08:42:03 am
A friend has given me an idea. What if we make the air so hot that they can't wear their armor/get cooked in it?
Title: Re: Wands Race - 916 [Moskurg]
Post by: evictedSaint on March 27, 2017, 09:30:30 am
That would require some foray into temperature-changing magic.  The only reasone that design roll would be at a -3 and not a -4 is because it involves air.  I'm not sure we have the time to design this new spell and soup it up to a useful level over the next two turns.  Remember Gust of Wind? We've put two revisions into that thing and it still can't deflect fireballs.
Title: Re: Wands Race - 916 [Moskurg]
Post by: NUKE9.13 on March 27, 2017, 09:34:45 am
A friend has given me an idea. What if we make the air so hot that they can't wear their armor/get cooked in it?
That is what the desert will do for us for free, hopefully. We use Clear Skies to ensure the sun is always shining and see how well they fare.
Title: Re: Wands Race - 916 [Moskurg]
Post by: Sosoku234 on March 27, 2017, 10:07:05 am
I'm thinking we use war picks for dealing with their armor.
Title: Re: Wands Race - 916 [Moskurg]
Post by: Taricus on March 27, 2017, 10:14:20 am
Hammers are better due to being able to deal with unarmoured targets as well
Title: Re: Wands Race - 916 [Moskurg]
Post by: Sosoku234 on March 27, 2017, 10:15:49 am
We could have a mix of both. One side having a spike and one being a hammer face.
Title: Re: Wands Race - 916 [Moskurg]
Post by: evictedSaint on March 27, 2017, 10:18:17 am
It'd be easier to upgrade our spears to poleaxes.  They are the most versatile weapon, you know.
Title: Re: Wands Race - 916 [Moskurg]
Post by: Taricus on March 27, 2017, 10:22:07 am
Polehammers. Again we DO need one-handed weapons as well as two-handed ones
Title: Re: Wands Race - 916 [Moskurg]
Post by: evictedSaint on March 27, 2017, 10:25:51 am
Something like this? (http://kultofathena.com/images/AA232_4_l.jpg)

Our men use bucklers, anyways.
Title: Re: Wands Race - 916 [Moskurg]
Post by: Taricus on March 27, 2017, 10:29:58 am
Yeah something like that, and a version with a shorter haft for one-handed use.
Title: Re: Wands Race - 916 [Moskurg]
Post by: Sosoku234 on March 27, 2017, 10:31:01 am
Our men use bucklers, anyways.

Speaking of bucklers, we should, at some point, develop heavier shields to use for heavy units.


Polehammers. Again we DO need one-handed weapons as well as two-handed ones

Flails and morningstars. Both could in theory be used one handed and would be semi decent against armor.
Title: Re: Wands Race - 916 [Moskurg]
Post by: evictedSaint on March 27, 2017, 10:33:14 am
What about massive calvery charges? They're sword and axe equipped infantry.  Plate can't stop a heavy spear from going through your chest.
Title: Re: Wands Race - 916 [Moskurg]
Post by: Taricus on March 27, 2017, 10:35:34 am
Requires more horses than what we currently have, and necessitates the user be on horseback, which isn't going to be useful in an assault on a castle.
Title: Re: Wands Race - 916 [Moskurg]
Post by: Sosoku234 on March 27, 2017, 10:35:50 am
The only problem I have with those spears is that they are long and hard to aim, whereas a hammer/pick/anything shorter would have a tighter swing radius and would thusly be easier to hit with.
Title: Re: Wands Race - 916 [Moskurg]
Post by: NUKE9.13 on March 27, 2017, 10:37:40 am
I'm somewhat optimistic that lightning will do significant damage to heavy infantry. At least enough to prevent them from routing us again.

That being said, if you really want to improve our weaponry this turn, I could get behind creating polehammers or halberds as a revision of spears.

The only problem I have with those spears is that they are long and hard to aim, whereas a hammer/pick/anything shorter would have a tighter swing radius and would thusly be easier to hit with.
We only have a revision to work with this turn, so we would need to go for something that could conceivably be created by modifying a spear.
Title: Re: Wands Race - 916 [Moskurg]
Post by: Taricus on March 27, 2017, 10:39:27 am
Well a hammer is just a weighted bit of metal on a stick. Surely not that hard to make with a revision.
Title: Re: Wands Race - 916 [Moskurg]
Post by: evictedSaint on March 27, 2017, 10:39:50 am
If we are going to use our revision on anything, it should be to fix our mind reading capabilities.  That provided a huuuuuge bonus, and it completely negated their officer bonus.
Title: Re: Wands Race - 916 [Moskurg]
Post by: Taricus on March 27, 2017, 10:41:07 am
Mind reading won't help the infantry with dealing with the armour. Remember, Magic AUGMENTS our troops, not supplants them.
Title: Re: Wands Race - 916 [Moskurg]
Post by: Sosoku234 on March 27, 2017, 10:42:01 am
I like the idea of a halberd.
Title: Re: Wands Race - 916 [Moskurg]
Post by: Taricus on March 27, 2017, 10:42:31 am
I like it too, but, again, we need one hand weapons at the moment.
Title: Re: Wands Race - 916 [Moskurg]
Post by: Sosoku234 on March 27, 2017, 10:43:41 am
Morningstar? Flail? Clubs? Hatchet?
Title: Re: Wands Race - 916 [Moskurg]
Post by: evictedSaint on March 27, 2017, 10:43:45 am
Their armor isn't invulnerable.  And don't forget, behind the scenes it's all dice and modifiers.  Mind reading is the biggest modifier we can give ourselves.  The tactical advantage of knowing what they're planning is a bigger advantage than a +1 poleax.
Title: Re: Wands Race - 916 [Moskurg]
Post by: Taricus on March 27, 2017, 10:45:57 am
Again, knowing what they're planning means NOTHING if we don't have the means to act on it.
Title: Re: Wands Race - 916 [Moskurg]
Post by: NUKE9.13 on March 27, 2017, 10:47:06 am
I like it too, but, again, we need one hand weapons at the moment.
Why? We don't have shields.
Title: Re: Wands Race - 916 [Moskurg]
Post by: Taricus on March 27, 2017, 10:48:22 am
Actually we do have bucklers. Besides, even if we didn't have shields, it's the weight and mass of the weapon; a smaller weapon is easier to swing and requires less space between us and the enemy so they can't screw us up by getting in close.
Title: Re: Wands Race - 916 [Moskurg]
Post by: evictedSaint on March 27, 2017, 10:49:24 am
1)  Long Range Mindreading         evictedSaint
2)  Anti-Armor Infantry Weapon    Taricus

In the interest of figuring out which direction we want to go for our revision, I'm going to start tallying votes. If you would like to include a different idea, please let me know.
Title: Re: Wands Race - 916 [Moskurg]
Post by: Sosoku234 on March 27, 2017, 10:50:43 am
We could make the sword into a hunga munga.
Title: Re: Wands Race - 916 [Moskurg]
Post by: Taricus on March 27, 2017, 10:55:13 am
That seems WAY too impractical.
Title: Re: Wands Race - 916 [Moskurg]
Post by: NUKE9.13 on March 27, 2017, 10:57:18 am
Actually we do have bucklers. Besides, even if we didn't have shields, it's the weight and mass of the weapon; a smaller weapon is easier to swing and requires less space between us and the enemy so they can't screw us up by getting in close.
The buckler description mentions it does not preclude using a two-handed weapon.
Our troops are trained to use spears. I think we'd need a design action to incorporate the necessary retraining to have them use a close-range weapon effectively. Whereas going from spear to halberd is a much easier transition.
I wouldn't worry about the enemy getting too close for polearms to be effective. After all, they did just fine with spears up till now.

We could make the sword into a hunga munga.
Would probably fall into the expensive category, just like swords.
Title: Re: Wands Race - 916 [Moskurg]
Post by: Taricus on March 27, 2017, 11:02:02 am
Alright, I'll support halberds then.
Title: Re: Wands Race - 916 [Moskurg]
Post by: Sosoku234 on March 27, 2017, 11:04:32 am
Alright, I'll support halberds then.

+1
Title: Re: Wands Race - 916 [Moskurg]
Post by: NUKE9.13 on March 27, 2017, 11:07:13 am
Well, in the interest of reaching a consensus (under the belief that both options will probably have a similar effect if successful), I'll go with +1 to Halberds
Title: Re: Wands Race - 916 [Moskurg]
Post by: evictedSaint on March 27, 2017, 11:12:08 am
1)  Long Range Mindreading         evictedSaint, Kashyyk
2)  Anti-Armor Infantry Weapon    Taricus, Nuke, Sosoku, S34N1C

Let's not forget, we held the plains WITHOUT the Hammer, mind reading, or poleaxes.  Back when we were being decimated by fireballs, our superior intel kept us from being destroyed utterly - I really think mind reading would be the best thing we could give ourselves.  It's an entire spell we're not using at all.
Title: Re: Wands Race - 916 [Moskurg]
Post by: S34N1C on March 27, 2017, 11:13:59 am
+1 halberds
Title: Re: Wands Race - 916 [Moskurg]
Post by: Taricus on March 27, 2017, 11:18:55 am
The difference being that we can't beat fireballs with normal equipment, and magic is too expensive to really deal with their heavy armour cost effectively.
Title: Re: Wands Race - 916 [Moskurg]
Post by: Sosoku234 on March 27, 2017, 11:19:18 am
Would you guys be opposed to, in a future design phase, making an ironclad to break the stalemate at sea?
Title: Re: Wands Race - 916 [Moskurg]
Post by: Taricus on March 27, 2017, 11:20:19 am
We don't have the motive power for an ironclad. We'd need to develop a more reliable and powerful propulsion system for the ships.
Title: Re: Wands Race - 916 [Moskurg]
Post by: Sosoku234 on March 27, 2017, 11:21:18 am
That's why we do it later.

I only said we do it at some future point
Title: Re: Wands Race - 916 [Moskurg]
Post by: Taricus on March 27, 2017, 11:22:35 am
They already have oars, and those ships are hardly faster than ours on a good day.. We're going to need something with the power output of a steam engine before we cdan do ironclads. Not to mention we'd need to make sure it doesn't sink.
Title: Re: Wands Race - 916 [Moskurg]
Post by: Kashyyk on March 27, 2017, 11:23:40 am
More I think about it, the more I feel that knowing enemy strategy will allow us to use our limited options to best effect. This is more useful than having another option to pick from.  I vote Long range mind reading
Title: Re: Wands Race - 916 [Moskurg]
Post by: Taricus on March 27, 2017, 11:26:38 am
However, if that particular option is readily available and a good one there's less of an issue. Because at the moment we have hardly anything that can penetrate plate armour cost effectively.
Title: Re: Wands Race - 916 [Moskurg]
Post by: Sosoku234 on March 27, 2017, 11:29:23 am
New idea, we don't make the ironclads, but give the enemy the impression that we are so they'll make their own. They would be pitifully easy to kill with the hammer.
Title: Re: Wands Race - 916 [Moskurg]
Post by: evictedSaint on March 27, 2017, 11:30:33 am
Well, it looks like Kashyyk and I are pretty thoroughly outvoted here.  Halberds it is.
Title: Re: Wands Race - 916 [Moskurg]
Post by: evictedSaint on March 27, 2017, 12:03:39 pm
Revision: Spears to Halberds.
The typical infantryman's spear is modified to include a hook at the crossguard and an small blade on the opposing side.  The leaf has been shrunk to a hardened spike about the length of a man's hand.  The spike allows the user to punch through armor plate with a single, powerful thrust, and the hook allows the user to grab hold of an armored individual to drag him to the ground.  The small blade is used for attacking unarmored sections of their opponent.

Order: Examine Armor for Weakness.
Examine armor from the Arstotzkan casualties from the last battle.  Look for weaknesses; disseminate findings to the troops.

Order: Hero Reposition.
Move al-Mutriqa to the desert sands.  The enemy is invading our homes; do not let them gain ground.
Title: Re: Wands Race - 916 [Moskurg]
Post by: Iituem on March 27, 2017, 06:44:40 pm
Halberds:   [1]  This... was not your most successful endeavour ever.  Your armourers got a little overzealous on proportions, made the hook too large and rounded to be effective and couldn't get behind the idea of a sharp spike or, for that matter, balancing the weapon properly in any way.  The new halberds prove utterly inferior to the standard spear, which the rank and file continue to use for now.
Title: Re: Wands Race - 916 [Moskurg]
Post by: evictedSaint on March 27, 2017, 06:53:27 pm
That is...disheartening.  I was hoping we'd get a bonus to the roll, but I guess it was enough of a change to warrant a flat roll.

Let's hope Arstotzka fumbled their extra revision, too - otherwise we're in for a bad time.  Looks like the Hammer is going to be doing all the heavy lifting this turn...

@Iituem: How did our order go?
Title: Re: Wands Race - 916 [Moskurg]
Post by: Iituem on March 29, 2017, 11:17:17 am
Forenia, 917

The Moskurger attempted invasion of Arstotzka's taiga, much like the Arstotzkan invasion of Moskurg's desert, is a complete failure.  Both sides have the armies they send into the respective territories completely rebuffed.  Both the King of Arstotzka and the Sultan of Moskurg decide to pull forces back to their borders until they feel they have a strong enough advantage to push on with enough forces.  The heat and wide open spaces of the desert strongly favour Moskurg, whilst the cold and dense forest of the taiga strongly favour Arstotzka.  Neither can muster sufficient forces to try and push past those advantages for now.

Both sides have drawn back to the plains and mountains respectively.  They will await an order from the design team before they make an advance into the enemy core territory.

The jungle proves indecisive.  With the fanatic fervour of Arstotzka having died down since the prior year, Moskurg has a better showing, but although they seem to have a definite edge in skirmishes, Arstotzka proves themselves highly capable in full battle, with many of their wizards now launching fully-fledged fireballs that explode upon contact with troops, unlike the weaker cousins they have used up until now.  Worse still, their knights charge into battle on horseback wielding lances constructed of some sort of glistening violet crystal that, unlike what one might expect, neither bend nor shatter upon impact.  They are devastating, but during the battle, amidst the pouring rain, lightning strikes begin to fall down upon the Arstotzkan forces, more or less at random but with a bias towards more armoured troops.  The melee would go in Arstotzka's favour but for Moskurg skirmishers thinning their forces before battle is joined.  As it is, Moskurg gains a small amount of ground.


Combat at sea remains a stalemate, with coastal gains returning both seas to parity.

We lost the troops we sent to the taiga, but resupply covers their replenishment, with an extra army sent to the jungle to gain advantage.

It is 917, the Design Phase.

Spoiler: State of Forenia, 917 (click to show/hide)
Title: Re: Wands Race - 916 [Moskurg]
Post by: Kashyyk on March 29, 2017, 11:42:13 am
We have a month to decide on the perfect plan. In my opinion, we have three choices for what to work on this turn:

Targeted Lightning - The logical next step from random lightning bombardment

Long-range Mind Reading - To start winning the intelligence war again

Anti-Armour weaponry - General stance is towards two-handed weapons, as our bucklers just get strapped to the forearm, leaving the hand free

The only one here that is new is the Anti-Armour, but it feels weird to design a weapon and revise a magic in a magical game.
Title: Re: Wands Race - 916 [Moskurg]
Post by: crazyabe on March 29, 2017, 01:48:19 pm
Why not Expand upon our mindreading in a more Destructive direction?

Mind Rend - A slightly more specialized form of Mind reading with a significantly shorter range, Designed not to Simply read thoughts, But to tear apart minds for information on various things known to the person whom is being broken, this spell is meant to be used to steal the secrets of the spells only our opponents know.

or perhaps

Dementia - A mildly inverted form of Mind reading meant to broadcast the surface thoughts and emotions of a mage to all those in one direction or another, With enough exposure those exposed will surely go mad.
Title: Re: Wands Race - 916 [Moskurg]
Post by: NUKE9.13 on March 29, 2017, 02:18:23 pm
Nope, I still want to go for

Horse Breeding: The plains, always ours de jure, are now ours de facto. And with them comes the grazing grounds we need to step up our horse-breeding programs. By expanding our herds many times over, we sharply reduce the cost of providing horses to the army, allowing us to field significantly more cavalry.
We should continue to focus our breeding efforts on quick, agile horses, well suited to the roll of horse-archers or hit-and-run cavalry.

Then we use our revision to develop

Lances: By modifying the humble spear, making it longer and pointier, we create a weapon that can only effectively be used from horseback- a mechanism by which the entire force of a charging horse can be focused on a single point. By outfitting our (hopefully more plentiful) cavalry with these weapons, we give them potent armour-piercing capabilities.

We may even be able to get a bonus to developing lances, since the enemy has also created them, and we can just crib most of the design off of captured equipment.
Title: Re: Wands Race - 916 [Moskurg]
Post by: Taricus on March 29, 2017, 02:30:47 pm
We should fix the halberds to deal with their charges, or just lengthen our spears into proper pikes.
Title: Re: Wands Race - 916 [Moskurg]
Post by: S34N1C on March 29, 2017, 02:36:34 pm
I don't understand why our wind/weather magic has made no impact on the oceanic front. Could someone explain that to me? I feel like we should be able to propel our ships better, and therefor gain an advantage, as well as blowing their ships off course, making the seas rougher for them, and that kind of thing.
Title: Re: Wands Race - 916 [Moskurg]
Post by: NUKE9.13 on March 29, 2017, 02:40:39 pm
We should fix the halberds to deal with their charges, or just lengthen our spears into proper pikes.
If we have more cavalry, we won't be so concerned that our infantry is not up to snuff. I mean, you hardly ever hear about the Hun's terrifying footsoldiers, but that didn't stop them, did it?

I don't understand why our wind/weather magic has made no impact on the oceanic front. Could someone explain that to me? I feel like we should be able to propel our ships better, and therefor gain an advantage, as well as blowing their ships off course, making the seas rougher for them, and that kind of thing.
Yeah, that's somewhat disappointing. I'm guessing its because we didn't specifically design it for that purpose, that Iituem didn't want to let us kill two birds with one stone- but isn't coming up with clever ideas like that the name of the game?


Also, we should redeploy al-Mutriqa (again). Arstotzka probably won't invade the desert this year, just like we won't invade the taiga. I think we can safely move him to the jungle;

Order: Redeploy al-Mutriqa to the jungle
Title: Re: Wands Race - 916 [Moskurg]
Post by: Kashyyk on March 29, 2017, 04:02:41 pm
Horse Breeding: The plains, always ours de jure, are now ours de facto. And with them comes the grazing grounds we need to step up our horse-breeding programs. By expanding our herds many times over, we sharply reduce the cost of providing horses to the army, allowing us to field significantly more cavalry.
We should continue to focus our breeding efforts on quick, agile horses, well suited to the roll of horse-archers or hit-and-run cavalry.
I forgot about this. +1
Title: Re: Wands Race - 916 [Moskurg]
Post by: Iituem on March 29, 2017, 05:34:23 pm
I don't understand why our wind/weather magic has made no impact on the oceanic front. Could someone explain that to me? I feel like we should be able to propel our ships better, and therefor gain an advantage, as well as blowing their ships off course, making the seas rougher for them, and that kind of thing.

Going to leave future decisions on this to ES, but mostly for balance reasons I left it so that unless you designed something specifically to work at sea, it took a revision to adapt it to sea use.  That was my rationale, but ES is completely okay to change that.
Title: Re: Wands Race - 916 [Moskurg]
Post by: S34N1C on March 29, 2017, 06:35:46 pm
Alright. Thanks for answering.
Title: Re: Wands Race - 916 [Moskurg]
Post by: evictedSaint on March 29, 2017, 06:43:02 pm
I will not be retroactively applying a bonus to ships, no.  Sorry guys; I would likely have given the bonus initially, but in the interest of maintaining impartial I won't be modifying things that have already been developed/occured.
Title: Re: Wands Race - 916 [Moskurg]
Post by: S34N1C on March 29, 2017, 08:43:00 pm
Thermal Winds: By taking advantage of warm/cold air currents, we unlock the ability to affect the temperature in an area. This would help make the northern taiga a little more homey for our troops, as well as make enemy troops extremely uncomfortable in most other stages.
Title: Re: Wands Race - 916 [Moskurg]
Post by: NUKE9.13 on March 30, 2017, 03:44:36 am
Thermal Winds: By taking advantage of warm/cold air currents, we unlock the ability to affect the temperature in an area. This would help make the northern taiga a little more homey for our troops, as well as make enemy troops extremely uncomfortable in most other stages.
I like this idea- it would improve our chances in every theatre- but I think we should leave it till next turn. At the moment their troops just outmatch ours- we need something to even the mundane odds. And that something is more horses. Seriously, you think plate armour is a potent force modifier? Horses are like medieval tanks. See: every steppe nomad invasion ever (Huns, Mongols, Turks, Manchu, etc.)
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on March 30, 2017, 07:17:05 am
Eh, tis a fair point.
+1 horse breeding
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on March 30, 2017, 07:26:47 am
As the Arstotzkans seem to be focusing entirely on setting things on fire, I think we ought to at least consider Protection from Fire. They've got a Wand and three spells focused on this (I'm gonna guess at least three designs and revisions), so even if we spend two whole turns on making it effective, we'd have invalidated more of their turns.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on March 30, 2017, 08:15:12 am
As the Arstotzkans seem to be focusing entirely on setting things on fire, I think we ought to at least consider Protection from Fire. They've got a Wand and three spells focused on this (I'm gonna guess at least three designs and revisions), so even if we spend two whole turns on making it effective, we'd have invalidated more of their turns.
Hmm, I guess. But that would involve branching out into a new sphere of magic. And I'm not sure we could develop immunity from fire, so we wouldn't even be fully negating their spells.
Besides, their latest developments (armour and lances) have little to do with fire.

I'd rather try to increase our capabilities than counter theirs; it's better to be proactive rather than reactive.
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on March 30, 2017, 08:19:35 am
As the Arstotzkans seem to be focusing entirely on setting things on fire, I think we ought to at least consider Protection from Fire. They've got a Wand and three spells focused on this (I'm gonna guess at least three designs and revisions), so even if we spend two whole turns on making it effective, we'd have invalidated more of their turns.
Hmm, I guess. But that would involve branching out into a new sphere of magic. And I'm not sure we could develop immunity from fire, so we wouldn't even be fully negating their spells.
Besides, their latest developments (armour and lances) have little to do with fire.

I'd rather try to increase our capabilities than counter theirs; it's better to be proactive rather than reactive.
That Depends, since All their combat magic is fire based, with some work we can Counter all of their combat spells in one push, Specifically with enough rain their fire spells would be sevearly hampered, and seeing as how we already have Storm and Wind Spells, Anyone up for causing hurricane Moskurg?
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on March 30, 2017, 09:00:14 am
As the Arstotzkans seem to be focusing entirely on setting things on fire, I think we ought to at least consider Protection from Fire. They've got a Wand and three spells focused on this (I'm gonna guess at least three designs and revisions), so even if we spend two whole turns on making it effective, we'd have invalidated more of their turns.
Hmm, I guess. But that would involve branching out into a new sphere of magic. And I'm not sure we could develop immunity from fire, so we wouldn't even be fully negating their spells.
Besides, their latest developments (armour and lances) have little to do with fire.

I'd rather try to increase our capabilities than counter theirs; it's better to be proactive rather than reactive.
That Depends, since All their combat magic is fire based, with some work we can Counter all of their combat spells in one push, Specifically with enough rain their fire spells would be sevearly hampered, and seeing as how we already have Storm and Wind Spells, Anyone up for causing hurricane Moskurg?
It was mentioned in regards to their firewalls that rain does not extinguish them. Unfortunately.
I thought we were being real clever by developing weather magic, but it seems like most of the benefits were considered OP. No naval bonus, no mud vs heavy infantry bonus, no fire-extinguishing bonus.
...eh, I shouldn't complain. Maybe with a revision we could make it rain harder, overwhelming even magical fire.

But we can do that later, after we've improved our ground troops. Neither side's magic is powerful enough to stand alone. Their fireballs serve a supporting role to their heavy infantry. Teletalk would be useless without the troops to coordinate. And at the moment, their footsoldiers heavily outclass ours. We can get back to increasing our magic support power after we've at the very least narrowed the gap between our mundane forces.
By making horses cheaper.This message paid for by the United Horse Breeders of Moskurg
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on March 30, 2017, 10:14:46 am
It seems like the Horse Breeding Program is the concensus for this design phase. Is that correct?
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on March 30, 2017, 10:16:14 am
It seems like the Horse Breeding Program is the concensus for this design phase. Is that correct?
Yep.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on March 30, 2017, 12:00:02 pm
Horse Breeding Program: [6-1, 3, 6-1]
With the plains now firmly in our control, we can begin using them to further our supply of horses.  Raising Moskurg calvery has traditionally been limited to the greener areas of our desert, where water and grass can be found in large enough supply to keep the beasts alive.  This has naturally produced quick, inexhaustable horses that give us the edge in skirmishes.  Now that we have pasturable land we can begin raising larger herds in earnest.  The beasts have taken to the land quite well, and with enough water and feed to go around they've grown into a sizable herd.  The only problem is that although they're as strong as their forefathers, being raised in the temperate lands to the east means they're not acclimated to the desert sands of their homelands.  While they can still be used there, it's likely they wont perform as well as their pure Moskurg-desert cousins. Expensive: Calvary is now Normal Cost everywhere except Desert (still Expensive)

It is now Revision Phase.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on March 30, 2017, 12:06:32 pm
Flawless! Except for that one flaw! But apart from that, flawless!

Now, to take advantage of our plentiful cavalry, we need to develop

Lances: By modifying the humble spear, making it longer and pointier, we create a weapon that can only effectively be used from horseback- a mechanism by which the entire force of a charging horse can be focused on a single point. By outfitting our plentiful cavalry with these weapons, we give them potent armour-piercing capabilities.

We can use captured Arstotzkan equipment to help us design these. The magical crystals they put on the end, we may need to leave out. But the basic design we can hopefully copy.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on March 30, 2017, 12:08:09 pm
Seeing as we don't intend for them to ever enter the desert, I think that's perfectly acceptable.

As we've gone for the horses, it's only appropriate to revise lances now.

Another thought: Instead of designing a protection from fire spell, which people have suggested would be difficult to perfect, how about just Counter spell? See a spell, blast it with anti-magic and watch it disappear. Should clear away their flame walls and possibly be of use against long range fireballs too.
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on March 30, 2017, 08:39:14 pm
Flawless! Except for that one flaw! But apart from that, flawless!
Sigged

Quote

Now, to take advantage of our plentiful cavalry, we need to develop

Lances: By modifying the humble spear, making it longer and pointier, we create a weapon that can only effectively be used from horseback- a mechanism by which the entire force of a charging horse can be focused on a single point. By outfitting our plentiful cavalry with these weapons, we give them potent armour-piercing capabilities.

We can use captured Arstotzkan equipment to help us design these. The magical crystals they put on the end, we may need to leave out. But the basic design we can hopefully copy.
Are you sure as shouldn't revise the halberds?
Title: Re: Wands Race - [Moskurg]
Post by: Sosoku234 on March 30, 2017, 08:43:43 pm
Seeing as we don't intend for them to ever enter the desert, I think that's perfectly acceptable.

As we've gone for the horses, it's only appropriate to revise lances now.

Another thought: Instead of designing a protection from fire spell, which people have suggested would be difficult to perfect, how about just Counter spell? See a spell, blast it with anti-magic and watch it disappear. Should clear away their flame walls and possibly be of use against long range fireballs too.

Both ideas are excellent. I thought about wards for protection against their fireballs.
Title: Re: Wands Race - [Moskurg]
Post by: ATHATH on March 30, 2017, 11:00:46 pm
Alright guys, I think I have the plans for what might change the entire war:

Unicorns: Strap/fuse/glue spears to the heads of our horses, then breed them. The offspring should be born with horns, and thus be unicorns. Not only does this save us money because we won't have to make lances, but, as everyone knows, unicorns have healing powers, making them excellent combat medics.

EDIT: Why isn't my coloring working? The above should be blue, which means that it's a joke.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on March 31, 2017, 01:48:13 am
Are you sure as shouldn't revise the halberds?
Normal cost means we can field 5-10x more cavalry. Probably not 10x, that would be insane. But still, we will be fielding huge amounts. The weakness of our infantry will thus be of lesser concern (though if we had 2 revisions I would consider doing both). So as you can't really use a halberd from horseback, I think lances are more important.

Alright guys, I think I have the plans for what might change the entire war:

Unicorns: Strap/fuse/glue spears to the heads of our horses, then breed them. The offspring should be born with horns, and thus be unicorns. Not only does this save us money because we won't have to make lances, but, as everyone knows, unicorns have healing powers, making them excellent combat medics.

EDIT: Why isn't my coloring working? The above should be blue, which means that it's a joke.
We have no experience with biological modification magic, and even if we did, unicorns would probably become Expensive again, making our horse breeding program pointless.
Other than that, it is worth considering as a serious idea. Maybe one to keep in our back pocket.

Another thought: Instead of designing a protection from fire spell, which people have suggested would be difficult to perfect, how about just Counter spell? See a spell, blast it with anti-magic and watch it disappear. Should clear away their flame walls and possibly be of use against long range fireballs too.
I advocated for taking the Wand of Dispel Magic at the start- but now developing a counterspell would involve delving into a new sphere of magic, with all associated penalties. Which is still worth considering, as counterspells are the most powerful spells in existence. It would probably require 2 designs and a few revisions to get an all-purpose counterspell, though (and even then it would probably be either Very Expensive or have a 50% chance of fizzling, and only able to target normal-cost spells). Maybe if we get a design/revision credit again.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on March 31, 2017, 09:24:39 am
Revision: Lances [3]

Using our standard infantry spear as a base, we have managed to construct a lance heavy and durable enough to turn our calvary from skirmish troops to main-line battle troops.  Dense hardwood capped with a metal tip makes it  too heavy and unweildy for anything other than a charge, and after spearing a man through the chest they have a nasty habit of splintering into useless firewood.  Still, they're good for a single charge, and once in the fray our unarmored calvary can begin lashing out with their sabers.

Combat Phase Later Tonight
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on March 31, 2017, 11:14:29 am
Seeing as the main point of a lance (hur hur) is for the charge,  that isn't too terrible. Hopefully we'll have enough spare they can resupply between charges in a battle.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on March 31, 2017, 12:28:27 pm
Not to shoot ourselves in the foot, but I believe sabres are Expensive- we can't afford to equip all of our cavalry with them. Unfortunately for many of them a spear will be their secondary weapon.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on March 31, 2017, 01:26:51 pm
sabres are Expensive- we can't afford to equip all of our cavalry with them

Ah, right - thanks Nuke.  Considering I'm not the original GM, I appreciate the reminder. 
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on March 31, 2017, 01:34:21 pm
I think our cavalry is now limited by the number of sabres vs compound bows we can provide, rather horses and lances at least.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on March 31, 2017, 01:38:46 pm
And I'm pretty sure compound bows are cheap too.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on March 31, 2017, 02:16:49 pm
Recurve bows are normal cost - the limiting factor on your horse archers were the actual horses.

Squad commanders will carry sabers, and other mounted soldiers will have a standard infantry spear as a backup.
Title: Re: Wands Race - [Moskurg]
Post by: Sosoku234 on March 31, 2017, 05:17:52 pm
I think we need to make some kind of heavy weapon. Next turn's design phase, we should make a ballista.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on March 31, 2017, 05:45:25 pm
Or we could modify the hammer of Allah to be targeted, causing more damage at a higher range with a revision, without taking penalties for complex mechanical engineering we haven't touched before.
Title: Re: Wands Race - [Moskurg]
Post by: Sosoku234 on March 31, 2017, 05:56:27 pm
True. We could also attach a metal wire to two arrows and fire one into the enemies and the other up to use as a makeshift lightning rod for the Hammer.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 01, 2017, 12:32:50 am
Having had time to settle into the mountains, defense of the gray peaks has become a rather familiar task for the troops stationed there.  The peaks are utterly obscured in clouds, and though our Gust of Wind can dispel them for a time, they return with an annoying frequency.  A little bit of fog wouldn't be so bad if it weren't for the arrows cascading down through the cover.  Our troops use what cover they can as they approach, but ultimately we're forced to turn back.  Our horses, at home in the desert sands and plains to the east, can't find purchase on the rocky terrain.  Even our storms seem more inclined to strike the lofty peaks than they are to bite at enemy troops.  The battle is short, unfortunate, and uninspiring.  They will hold the mountains another year, and likely for many years to come so long as we fail to gain a foothold.

Arstotzka easily maintains control of the Mountains.

The plains...however. 

The plains are a different story.

Calvary, the heavy artillery of the medieval era, were once limited to minor nobles and knights.  Restricted to critical battles and the relatively less-risky skirmishes that preceded them, most combats have consisted of boots on the ground slugging it out.  This is no longer the case for Moskurg, however; our horses, once only used for skirmishes, are now seeing use in pitched combat.  Though lightly armored, entire divisions of the troops have crashed into the slow, heavily armored troops that make up Arstotzkan battle lines over and over again.  Horsemen charge in, snap their lances off in the chests of Arstotzkan troops, then resort to lashing out with sword and spear.  Arstotzka is pitiful in every engagement, and are easily crushed each and every time.  Those who aren't run down quickly surrender, and once relieved of their armor and weapons are immediately handed back.  Some men point out that we can never hope to win if we never kill our enemy, but many seem relieved to know fighting for ones country isn't a death sentence.


Though our cavalry isn't quite as good as Arstotzka's, we outnumber them so soundly it doesn't even matter.  Horses leap through walls of flames, and though a few brave souls tumble from their saddles wreathed in fire the rest charge through their ranks like demons.  Our horses chase them all the way to the border, stopping just shy of Arstotzkan home soil.

Moskurg has maintained control of the plains.




The oceans are locked in stalemate, as usual.  Though we are turned away more often than not, Arstotzkan sailors can't press our advantage.  Their ships are too slow, and it's easy for our boats to remain just out of range.  Both sides have some minor success, but no progress is made one way or anther.

The Seas remain deadlocked.




It is 917, the Design Phase.

Spoiler: State of Forenia, 916 (click to show/hide)
Spoiler: Moskurger Equipment (click to show/hide)
Spoiler: Moskurger Spells (click to show/hide)




Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 01, 2017, 02:24:36 am
Mmkay. So that went reasonably well.

Clearly, the plains are secured. The mountains... are a lost cause, for now. What we need is a jungle weapon. I have one idea for something you wouldn't want to see stalking through the jungle:

Deus ex Tempestas: We know the storm. We control the storm. We feel the power contained within the storm. And now it is time to unleash that power.
God can be found in all things, for all things are a part of Him. The storm included. We can summon his aid, a fraction of his divine being, in the form of a towering Storm Elemental.
The unlimited rage and unfathomable power of the storm made manifest, the Storm Elemental stands as tall as four men, made up entirely of swirling black clouds, the occasional flash of lightning running through its body. It cannot be harmed by mortal blades, for truly, when have mortal means ever been able to control the weather?* It can easily harm mortals in return, though. Fists slam into enemy soldiers with all the power of a hurricane behind them, small thunderbolts leap from its torso, and men and horses alike flee before its raging bellow. Fallen branches, small rocks, and unfortunate soldiers are all whipped into the air by the towering giant, to come crashing down on enemy archers.
The Storm Elemental can only be summoned during inclement weather, obviously, and may be somewhat hard to control without the efforts of several trained mages. It is expected to be a National Effort.

Alternatively, we could develop something to control the seas with, in the form of my previously described ballista:

Ballista: Using our knowledge of composite materials and tension, we build a giant bow-like weapon capable of launching thick bolts or stones into enemy troops/vessels. Due to the large and cumbersome nature, they would work best mounted on the deck of a ship, though portable varieties could also be used on land.

However, as we are relatively secure at the moment, with the plains solidly under our control and at an advantage in the jungle, I think now would be a good time to develop a superweapon. Therefore I'm going to vote for Deus ex Tempestas



By the way, evictedSaint, if it's not too much trouble, could you let us know what sort of casualties we suffered, and where the king sultan has chosen to reinforce?
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on April 01, 2017, 02:50:49 am
My suggestions :

Long range mind reading - being able to scan the thoughts of enemy officers from beyond bow/fireball range will counter their mage hunters.  We'll be able to cancel their officer bonus again. Spending a design on it rather than a revision should allow us to reduce the cost of the spell at the same time.

Sword of Allah - Now that we have skill in  manipulating storms, it shouldn't be  difficult to cause targeted lightning strikes, for bombarding blocks of enemies and sniping critical targets.
Title: Re: Wands Race - [Moskurg]
Post by: Sosoku234 on April 01, 2017, 11:33:00 am
Deus ex Temestas will probably be way too expensive to be feasible in the long run, so it would have to be our last blow. After all, it might fail/backfire and then we're down a lot of troops and powerful mages AND money. I won't say it's a bad idea, just that we should put it on the back burner until we secure the Jungle and/or gain a foothold in the Mountains.

However, the Sword of Allah is a much safer idea. It may still be expensive, but most shots would count.


I suggest we make use of the heavy winds and the storm itself to make tornadoes. Armor doesn't mean shit if they get thrown high enough into the air.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 01, 2017, 11:35:01 am
Actually it does mean shit. The impact when they hit the ground will be harder, and more likely to hurt their allies if they manage to land on them :P
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 01, 2017, 12:09:52 pm
Deus ex Tempestas* will probably be way too expensive to be feasible in the long run, so it would have to be our last blow. After all, it might fail/backfire and then we're down a lot of troops and powerful mages AND money. I won't say it's a bad idea, just that we should put it on the back burner until we secure the Jungle and/or gain a foothold in the Mountains.
The economy doesn't work that way- we don't have continuous costs for things, just price brackets. A National Effort means we can only deploy one of them- it has no bearing on our deployment of other spells and equipment.
Yeah, it probably won't work first try. But what kind of superweapon works right out the gate? You can't fix problems before they exist.
Using a superweapon when we are already winning is overkill. I realise that in real life that isn't how superweapons (ie Nukes) are used, but this isn't real life. We aren't trying to get them to surrender, we are trying to wipe them out. The point being, I say we should develop it now whilst we have a slight advantage, then use it to magnify that advantage into victory.

All that being said, I understand where you're coming from. If people don't want to create giant monsters right now, I can live with that. My secondary pick would probably be Sword of Allah.

Long range mind reading - being able to scan the thoughts of enemy officers from beyond bow/fireball range will counter their mage hunters.  We'll be able to cancel their officer bonus again. Spending a design on it rather than a revision should allow us to reduce the cost of the spell at the same time.
I'm not sure we actually need to lower the cost? Having one per squad seems like overkill. We just need to read the minds of their generals and lieutenants in order to completely nullify their officer bonus.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 01, 2017, 12:39:39 pm
Both sides are once again at full troops - both due to Moskurg chivalry, and Arstotzkan pragmatism.  Most casualties occurred in the jungle, followed by the mountains, but neither side was able to successfully route well enough to secure unrecoupable losses for the other.  The Sultan has evenly distributed troops across the map, except for the jungle where the largest faction of our army now sits.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on April 01, 2017, 12:59:55 pm
I'm not sure we actually need to lower the cost? Having one per squad seems like overkill. We just need to read the minds of their generals and lieutenants in order to completely nullify their officer bonus.
As it's very expensive we'd have to use our skilled mages for the risky job of sneaking into enemy territory. If we lose them, I'm assuming we'll have less high level spells cast during battles, because the mages who can cast them are dead. If we have more disposable mages doing the mind-reading, our more valuable mages can stay within our lines and cook up more lightning.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 01, 2017, 01:25:41 pm
I'm not sure we actually need to lower the cost? Having one per squad seems like overkill. We just need to read the minds of their generals and lieutenants in order to completely nullify their officer bonus.
As it's very expensive we'd have to use our skilled mages for the risky job of sneaking into enemy territory. If we lose them, I'm assuming we'll have less high level spells cast during battles, because the mages who can cast them are dead. If we have more disposable mages doing the mind-reading, our more valuable mages can stay within our lines and cook up more lightning.
Hmm, yeah. That makes sense. Still, I'd rather develop some more offensive magic.

Although. Now that I think about it, they might be developing a counter to lightning attacks even as we speak. If we roll out a new lightning spell and they roll out, I dunno, earthing rods integrated into soldier's armour (Obviously not that, but some other magical means of blocking lightning may be possible)- then they would have countered two of our designs for one of theirs. Perhaps we should diversify our threats. Perhaps what we need is...

Creature of the Storm: Okay, so, a towering giant may be a bit ambitious. How about we start small, with a Lesser Storm Elemental. The same height as a man, but made up of swirling black clouds, they are immune to mortal blades, which pass harmlessly through them, whilst delivering savage blows with all the force of a tornado in return.
These give us a way to hold our own in prolonged melee where our brave soldiers are usually at a disadvantage. They would only be summoned during stormy weather, and probably require the attention of a wizard to keep them under control. They are expected to be between Expensive and Very Expensive.

Either that, or we develop a ballista. But that's boring and mundane, I'd rather do something flashy and magical this turn.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on April 01, 2017, 01:51:53 pm
And yet we wouldn't design an anti-fire spell, despite them having dropped considerably more actions into fire spells?

I'm willing to bet they'd have a similar thought process to us, and decide not to be reactive either.
Title: Re: Wands Race - [Moskurg]
Post by: Sosoku234 on April 01, 2017, 02:02:36 pm
We could revise the storm strike spell to be more powerful, like a torrential downpour.
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on April 01, 2017, 03:01:49 pm
Rename it to the Spear of Allah and you've got my vote
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 01, 2017, 03:07:35 pm
And yet we wouldn't design an anti-fire spell, despite them having dropped considerably more actions into fire spells?

I'm willing to bet they'd have a similar thought process to us, and decide not to be reactive either.
Hmm. Fair point. Improved lightning attacks may overwhelm their hypothetical defences. Sure, my vote stays on-

Rename it to the Spear of Allah and you've got my vote
Actually, yeah. A hammer hits a wide area, but so does a sword, albeit in a slicy way. A spear is a better description for a spell that targets a small area as opposed to a large one.
...the name is very important, obviously.
(Still voting for improved lightning attack, regardless of name)
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on April 01, 2017, 03:09:29 pm
Sure, Spear of Allah it is.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 01, 2017, 05:16:13 pm
Spear of Allah: [3, 5, 2]
Lightning is...fickle.

These beasts of nature are used to obeying only Allah himself, and while they're eager to lash out when unchained, listening to mortal men is not on their agenda.  While the weaker spears of lightning will strike where directed, the truly powerful will strike indiscriminately - more than once frying the very mage who summoned it.  With no way of knowing the strength of the bolt before calling it most of our wizards refuse to call down the Spear at all outside of the most dire of circumstances.  On the bright side, summoning one Spear rather than an entire storm is easy enough that any wizard could do it with the proper training - assuming a storm is already in progress. Expensive.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 01, 2017, 05:32:25 pm
That's kind of useless, then. Shall we spend our revision fixing it?

Improved Targeting for SoA: By firing a small magic 'marker' at the desired target, a link is established with the clouds above through which lightning can flow. This greatly improves the accuracy of the Spear.

Alternatively we could work on Extending Detect Thought's Range.

Or we could make our various weather spells naval friendly... actually, taking control of the seas might be nice.

Naval Weather Mages: By specifically training mages to operate from the deck of a ship, with the appropriate knowledge of how, where, and when to cast their spells for optimum effect, we in a stroke make our navy vastly superior to that of Arstotzka. Storms shall claim their vessels, whilst ours go untouched. They will find it nigh impossible to catch our ships, for even when becalmed, unnatural Gusts of Wind fill their sails, carrying them to safety. And should they nevertheless manage to close for battle, they will find their masts struck down by bolts of lightning.

I'm leaning towards Naval Weather Mages, if only to find out what sort of bonus control of the seas would give us. But I could totally go for either of the other two.
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on April 01, 2017, 05:34:34 pm
Damn that's shitty
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on April 01, 2017, 05:59:45 pm
I vote for fixing the Spear of Allah, to make sure it strikes only what we wish it to. This will be very powerful once fixed, so there's no point leaving half-assed and basically wasted.
Title: Re: Wands Race - [Moskurg]
Post by: Sosoku234 on April 01, 2017, 07:09:14 pm
+1 to naval weather mages.
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on April 02, 2017, 09:18:42 am
PTW and to commit to a side. I feel like we're solid on land currently so if we spend a revision to make them need to panic about a different theatre then that might help stretch them out.
Title: Re: Wands Race - [Moskurg]
Post by: Sosoku234 on April 02, 2017, 10:35:03 am
That's where the Naval Weather Mages come in.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 02, 2017, 01:12:52 pm
PTW and to commit to a side. I feel like we're solid on land currently so if we spend a revision to make them need to panic about a different theatre then that might help stretch them out.
So that's a vote for Naval Weather Mages, I take it?

I vote for fixing the Spear of Allah, to make sure it strikes only what we wish it to. This will be very powerful once fixed, so there's no point leaving half-assed and basically wasted.
I honestly reckon it would be about as powerful as NWM. What tips it to the navy for me is the as-yet undeveloped nature of naval warfare. By spending this one revision, we can take a solid lead in several theatres at once- which as some idiot points out, will force them to either concede the seas (foolish) or spend a design or two developing new naval tech.

Speaking of naval warfare, I was reading the rules- it says something about ships needing friendly bays to moor in during storms, so now that Arstotzka controls no bays in the plains, their ships should be at the very least less capable of operating in the east. It isn't 100% clear whether they are totally incapable of contesting the east, but a combat penalty seems appropriate.
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on April 02, 2017, 02:18:36 pm
+1 to naval mages
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 02, 2017, 05:10:16 pm
Revision: Naval Weather Mages [5]
The violent weather off the coast of Forenia has long been the bane of sailors, and the sudden ability to tame mother nature is more than any seadog could have hoped for.  Ominous storm clouds disappear with little more than a wave and a murmur from the robed figure on board, and the sails are never empty of wind.  This has been the advantage our sailors have been waiting for since the day magic was discovered.

Our mages are...less happy.  Apparently spending all day inside studying magic is the polar opposite of having sea legs, and sea sickness has run rampant through whichever wizards we can trick into climbing aboard the wooden deathtraps.  A few seem surprisingly adapt at sea-travel, but most are reluctant to leave dry ground (though they will, if their Sultan commands).  In one rare case, a mage who refused to stop making sea-related puns was thrown overboard and drowned.  Casting from the deck of a bobbing ship requires a few minor changes from casting on dry land - spell circles are drawn with water-proof grease rather than chalk, and wands are kept dry in oiled bags, but on the whole the process is the same.  Magic has finally found its way into the ocean - Arstotzkan sailors should be in for a nasty surprise.

Combat Phase to begin shortly.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 02, 2017, 05:34:47 pm
Good, good.

I think the Arstotzkans are in rough waters now. Things will rapid-ly go downhill for them. Whereas for us it'll be plain sailing.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 02, 2017, 05:35:29 pm
...I dare you to make those same puns at their sailors from the bow of a ship :P
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 02, 2017, 05:41:34 pm
I modified the revision slightly to better reflect the relationship between the mages and the sailors.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 02, 2017, 07:25:11 pm
The Spear of Allah goes relatively unused this year, as all but the most foolhardy mages are too nervous to draw the ire of the storm on themselves.  Only a couple dare to try it, one managing to successfully call down a bolt onto an enemy commander sitting atop his horse.  The other, unfortunately, manages to fry himself after trying to reign in a too-powerful blast.  No other wizard attempts the spell afterwards.

The lack of a concrete advantage this turn means our assault on the mountains is turned away with laughable ease.  Commanders only send a few forays into the stony heights before pulling back.  The men who return are weary, and sick of their failed attempts to take back the castles that dot the landscape high above.  Things continue to remain unchanged in the mountains, but at least the Arstotzkans seem content to stay there rather than march onto our home sand.

Arstotzka maintains control of the Mountains.

The plains are our forte, however.  Our highly maneuverable and plentiful calvary excel in the wide-open spaces.  Oddly enough, though, our skirmishes have become less effective - our horses have begun tripping in the dark as they harass enemy positions.  It's as though the grass itself was stabbing at their hooves.  Though our skirmishes have been less successful, our defense of the plains has been as solid as ever.  Coordinated assaults, precisely timed calvary charges, and a withering hail of arrows has kept the enemy at bay for yet another year.  Oddly, though, our men have noticed Arstotzkan apprentices have begun appearing in melee combat.  They aren't very resistant to arrows, but they do spout mist - typically only seen in skirmishes.

Regardless of the northerner's throwing their valuable apprentices into combat, we turn them away once more back into the cold forests from whence they came.

Moskurg maintains control of the plains.

The fighting in the jungle has ground to a halt.  Even with Myark gone, combat has remained as viscious as ever.  We've been failing skirmish after skirmish as our horses stumble during assaults - of every skirmish we attempted, only one was successful.  Everyone suspects Arstotzkan trickery, but noone is quite sure what the nature of it is.  Our assaults during the day suffer without the success of our nightly skirmishes, and we are forced to retreat as heavily armored Arstotzkans fight at full force.  Even our calvary can't help - the dense jungle makes things tricky to begin with, and every time an Arstotzkan apprentice does a hand signal that doesn't result in fog another one of our horses trip.  Our horse riders claim the two are related, but it's difficult to separate coincidence from correlation in the dense, rainy jungle.

The bright side is that the Arstotzkan's are piss-poor at skirmishing to begin with.  Their skirmishes uniformly result in failure, and their assaults never make it far.  They too are forced to retreat rather than press any of their assaults.  Neither side manages to gain prisoners this year, as combat seems limited to probing assaults and failed nightly raids.


Neither side gains ground in the jungle.

The combat at sea isn't as drastic as we would have liked, but a change is very noticeable.  Weather magic makes life at sea more tolerable, which is nice, and gives us a wind advantage in combat, which is even nicer.  It's difficult to use wind against Arstotzkan ships as they use rows for locomotion, but our increased speed and the ability to make the seas roil or calm at our command gives us a definite edge.  We sink two of their fleets in the western sea, scoop up the sailors, and return them back to dry land.  In the eastern sea we lose a fleet in an ambush, but those filthy Arstotzkans seemed content to let them drown.  There's a sense of justice as we push up the western coast, securing one more section of the coast.

Moskurg gains territory in the Western Sea.

We've had few casualties this year - most of which came from the sea as the combat there increased in intensity.  With our land forces still at full capacity, our Sultan orders more boats constructed for naval combat.




It is 918, the Design Phase.

Spoiler: State of Forenia, 918 (click to show/hide)
Spoiler: Moskurger Equipment (click to show/hide)
Spoiler: Moskurger Spells (click to show/hide)
Title: Re: Wands Race - [Moskurg]
Post by: Sosoku234 on April 02, 2017, 09:42:51 pm
For our design phase, I suggest we go for jungle combat. We need camouflage, better mind reading (not the farther suggestion), or aerial advantages.

The way I see it, we would probably do a lot better if we could have them not see individuals in the calmed storm around our troops. For this I suggest camouflage. Either so.ething to do with leaves or mud, or something that bends the light around so that the Arstotzkan​s can't see our soldiers.

We could also do better mind reading, so we can get to the bottom of this hoopla with the tripping of our horses. It doesn't need longer range, but it does need to be cheaper.

Kite Sailsmen could be a really good advantage. They can report enemy positions wherever they happen to be with clear line of sight. Any number of things.
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on April 02, 2017, 10:06:39 pm
That went well.

I think we should roll out some firepower

Crossbows: nuff said
Title: Re: Wands Race - [Moskurg]
Post by: ATHATH on April 02, 2017, 11:07:13 pm
Alright, I'm done with this jungle #$%^.

Order: Terraforming: Our weather mages will cause large droughts, then soldiers will light large sections of the rainforest on fire. Hopefully, this will result in large plains of ash and withered plants. This will keep the Arstotskans from using their plant magic, while enabling us to use our plains tactics in the areas that were formerly jungle. They might be able to repel/control the fires with their fire magic, but by the time they can get their act/research together, it'll be too late.

Also, has anyone considered outfitted our footsoldiers with pickaxes? We can mine stuff, so we should have access to the designs for some.

+1 on the longer range mind-reading.

Also...

Order: Bribery:
"Recruit" some Arstotskan mages (some of whom might be easier to persuade due to our policy of Chivalry) so that they can share the secrets of Arstotska's tech and magic with us. Trust them only as far as we can throw, them, though- the Arstotskans might try to send us misinformation.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 02, 2017, 11:30:30 pm
Damn, I really miss being able to offer input.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 03, 2017, 01:07:32 am
I modified the revision slightly to better reflect the relationship between the mages and the sailors.
Heh heh heh.

Order
You realise we roll Orders at a disadvantage, right? Do you want to consider the effects of rolling a one on either of those? (Forest fires killing our own troops, our own mages falling into enemy hands instead)
Plus, I really don't want to open the whole 'espionage' can of worms if we can avoid it. Their fireballs may be pretty overt, but our Teletalk wands they probably don't even know exist, and I'd like to keep it that way for as long as possible.

I can get behind developing

Improved Detect Thoughts: Using what we have learnt of Divination magic over the years, we can improve upon our mind-reading capabilities considerably. Utilising a clever trick of using enemy soldiers as 'thought-relays' (bonus points if it drives a handful insane), we extend the range considerably, and by creating cheap but specialised equipment for our diviners to use we make the formerly complex spell usable even by less skilled mages.
The combination of longer range and more casters (of a more expendable nature) allows us to easily retake ground in the information war- rendering their officer bonus worthless, and perhaps even giving us clues as to the uses and limitations of their magic.

So +1 to Improved Detect Thoughts. Using a design, we should be able to make it both cheaper and longer-ranged. Otherwise we may as well just use a revision.
Although, if we don't want to risk introducing bugs, we could just do two revisions this turn (which I recall Iituem saying was an option)(Our main revision we are obviously spending on fixing SoA)
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on April 03, 2017, 01:42:38 am
The gain of territory wasn't recorded within the Ocean Combat section.

I downvote the current Orders as I trust in NUKE, haven't read how they work, and think those are poor ways to go about gaining advantages anyway.

When you say 2 revisions do you mean 2 revisions for 1 design phase or do you mean 1 revision for the design phase and 1 revision for the revision phase? If the former then I am definitely for it as we would be able to revise the Spear, the Detect Thoughts, and either the Lances or the Ships, for increased durability and lowered Expense respectively. If we can get down to Expensive Ships then I think we'd have a huge edge in the Sea while having spent 2 Revisions on it.

If we decide that a new spell is needed, may I purpose something?

Terramancy: The Skies are dear and true to us, so why not ask the Earth to strike our foes as well? We start by asking the Earth to move gently for us in well prepared rituals. Mechanical Goal: Several Mage Ritual that Moves Dirt and Stone.

It'll allow us to make gains into the Mountain while also letting us more easily create fortifications in general. Also we can use it to clear trees and set traps within the Jungle. They may have began work with the green of the world, but that green feeds on and roots itself in the Ground beneath us all.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 03, 2017, 01:47:23 am
The gain of territory wasn't recorded within the Ocean Combat section.

Iituem doesn't display the shift of ocean territories for some reason, but instead records their progress privately.  I don't know why, but I will continue to do it this way unless he says otherwise.
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on April 03, 2017, 01:51:12 am
Thanks for the swift reply! My money says that there's actually a third faction or a bunch of critters in those seas, and until we deal with them we can't fully control a sea.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 03, 2017, 01:52:03 am
Nope.
Title: Re: Wands Race - [Moskurg]
Post by: Iituem on April 03, 2017, 01:52:09 am
I'll be honest, I think I had a good reason but I can't even remember what it was.  If you want to record naval progression explicitly, you go right ahead.  [Or if you want to add the Deep Ones faction, keep it hidden!]
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 03, 2017, 01:56:30 am
I downvote the current Orders as I trust in NUKE, haven't read how they work, and think those are poor ways to go about gaining advantages anyway.
Iituem mentions it earlyish in the core thread. Arstotzka started giving orders to the military, which he decided was allowed but would be rolled at a disadvantage (roll two dice, pick the lower result). I'm guessing one of their orders was related to them having commoners giving orders to noblemen early on- presumably the result of a failed order, which ended up giving us an advantage instead.

Quote
When you say 2 revisions do you mean 2 revisions for 1 design phase or do you mean 1 revision for the design phase and 1 revision for the revision phase? If the former then I am definitely for it as we would be able to revise the Spear, the Detect Thoughts, and either the Lances or the Ships, for increased durability and lowered Expense respectively. If we can get down to Expensive Ships then I think we'd have a huge edge in the Sea while having spent 2 Revisions on it.
2 revisions total; exchange our design phase for one revision phase. The advantage being, revisions never introduce new bugs to an existing product. I'd prefer to keep the design phase, but it is an option.

Quote
Terramancy: The Skies are dear and true to us, so why not ask the Earth to strike our foes as well? We start by asking the Earth to move gently for us in well prepared rituals. Mechanical Goal: Several Mage Ritual that Moves Dirt and Stone.

It'll allow us to make gains into the Mountain while also letting us more easily create fortifications in general. Also we can use it to clear trees and set traps within the Jungle. They may have began work with the green of the world, but that green feeds on and roots itself in the Ground beneath us all.
It'd be a new sphere of magic, probably, but it's worth keeping in mind, especially when we decide to focus on retaking the mountains (probably after we've taken the jungle)
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on April 03, 2017, 06:31:49 am
Thanks! Unless our military is doing a major stupid move or we have an especially inspired use of something that the military hasn't implicated yet, I think we should avoid Orders for the moment, too much risk.

So a deisgn and a revision or two revisions. Currently we have Crossbows, Terramancy, and Camouflage as purposed Designs with Improved Detect Thoughts, ISoA, and Kite Sails as purposes Revisions, if I am correct. Is there anything else that people think we should do this turn? If not, what do we want to do?
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on April 03, 2017, 06:38:02 am
I think the Kite sails are more of a design. Also, what's the ISoA? I can't seem to find it.

I'm still for crossbows at the moment. I proposed them so we might negate their armor advantage, since our bows can't penetrate it.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on April 03, 2017, 07:15:16 am
Improved Spear of Allah.

Why do we want crossbows when we already have cheap,  powerful compound bows?
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on April 03, 2017, 07:25:32 am
Because they can't pierce armor? Unless I'm high or something, they can't get through it, right?

Edit:
It's been brought to my attention that we could modify the arrows instead of the bows themselves. Armor piercing arrows sound good
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 03, 2017, 08:14:17 am
Crossbows are in many ways inferior to recurve bows. Lower rate of fire, can't be used on horseback, more expensive to build. And recurve bows pack a solid punch themselves. I think our current bows are good enough.

So a deisgn and a revision or two revisions. Currently we have Crossbows, Terramancy, and Camouflage as purposed Designs with Improved Detect Thoughts, ISoA, and Kite Sails as purposes Revisions, if I am correct. Is there anything else that people think we should do this turn? If not, what do we want to do?
Improved Detect Thoughts would be a design, as we would be aiming to both reduce the cost and increase the range. And Kite Sails would almost certainly require a design to create.

Another design that is always on the table as far as I'm concerned is a Ballista, but I'd rather develop something that would be useful in the jungle.

Thus my vote remains that we design Improved Detect Thoughts, which is useful everywhere, and then use our revision to fix SoA. Between the two of them we should gain greatly on all fronts.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on April 03, 2017, 11:56:55 am
Improved Detect Thoughts
+1. An amusing follow through to this would be to combine it with our knowledge of teletalk for Suggestion: Place an idea into the targets mind, then encourage them to follow through with it. For best effect, make it seem like they came up with the idea. Worst (working) case, enemy officers get inundated with bad ideas they have to sift through, slowing down planning meetings. Best case, they give stupid orders that benefit us.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 03, 2017, 12:24:38 pm
Design: Improved Detect Thoughts: [1!, 6!, 5]
Teletalk wands and mind reading both diverged off the same branch of magic - Divination.  Our experience in both aspects provides us with a unique opportunity.  In the same way we use our short-range teletalk wands as relays to boost signal distance, we could use an individuals mind as a relay to read the thoughts of those further away!  As long as there's enough people between the mage and his target, he can leapfrog from one mind to the next until he's sitting between the ears of the enemy's Theatre Commander, reading his every thought!   In preliminary tests, this proves entirely possible.  And with our earlier knowledge of the insanity induced by our teletalk wands, we don't even lose any mages during the tests.

But there's a problem.

For every relay included in the spell, their thoughts are overlayed onto the targets.  After two relays the connection becomes such an indescipherable mashup of chaotic thoughts and emotions that nothing can be learned.  Even a single relay results in a disruptive amount of noise that leaves the final result...wanting.  Plus, much like teletalk wands, frequent use results in weird dreams - not that it's a major issue, but it does make our wizards grumble.

On the bright side, using minds instead of magical components is incredibly cheap!  Even our apprentices are able to cast this spell after some training.  Normal cost.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 03, 2017, 12:45:15 pm
Hmm!!

So, the question is: Which will be more useful:

Improved Detect Thoughts - Induce Zen: Shh! Shh! You're thinking too loud. Just for a moment, we need you to stop thinking. What? No, we don't mean for you to die. Just enter into a state of absolute zen. It'll be nice. You'll have a new outlook on life. And we will have the thoughts of your commander, uninterrupted. And then, after that, you die. But because we know your commander's thoughts, not because of the spell.
(Fix the overlay issue, by briefly silencing the minds of those the relay passes through. Or some other way. The method described is just for fluff purposes)

Or:

Improved Targeting for SoA: By firing a small magic 'marker' at the desired target, a link is established with the clouds above through which lightning can flow. This greatly improves the accuracy of the Spear.

Given the low low cost of IDT, I'm going to say that IDT-Induce Zen would be better. Also, I want to confuse the Arstotzkans with descriptions of their soldiers' experiences. Hopefully they'll be too focused on finding out why their soldiers are suddenly becoming enlightened to worry about our tactical advantage.
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on April 03, 2017, 02:45:46 pm
I like the Induce Zen idea. +1
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on April 03, 2017, 02:52:13 pm
Okay but what if we took that set of thoughts that were preventing our understanding of the next set minds and had another mage handle them while the lead mage went into the next mind, shuffling more and more minds to other mages within the ritual until we got to where we needed them? That way we can get intel from throughout the chain of command while also not causing an intensely noticeable effect that might reveal our mind reading.

+1 revising Improved Detect Thoughts to be explicit about it though I think a different approach to fixing the problem is less likely to be noticed as stated above. Normally I'd go for ISoA, but we rolled really well on this and it's going to have long lasting and immediate effects on most every front.

To further argue for a more subtle fix, if they haven't noticed our mind reading yet then we definitely don't want to tip our hand yet on that and have them develop defenses against it. The knowledge of the enemy is worth more than the resources they'll spend to shore up that defense.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 03, 2017, 03:17:32 pm
I mean, yeah. But they'll probably notice when we start predicting their moves again. It took them several years to design a counter to our mind-reading last time, so just cos they know it's happening doesn't mean they'll be able to do anything about it.
I'm also thinking about the poor GM here. They need to be able to give little hints in the flavour text as to what the enemy is doing, I'm providing a way of doing so.

If we really wanted to keep our mind-reading secret, we'd have to do like the british in WWII and deliberately mess up frequently enough that the really important times where we get things right seem like coincidences. Which would limit the effectiveness somewhat.

I guess if you want to take a more subtle approach, we could exchange a bit of cost for secrecy;

Improved Detect Thoughts - Chain Readers: As some idiot suggests, we take advantage of the ease of casting by having up to a dozen mages working on a relay chain at once, each one handling the thoughts of one of the links. This would bump up the cost to Expensive, which would still be cheaper than Very Expensive. The Arstotzkans would be hard pressed to notice anything is amiss, as one of the things we would focus on in exchange for the increased cost would be secrecy.

Which we could combine with the following:

Order - Selective Intelligence Usage: We use IDT to gather all the intel we could ever want, but we only use the most important pieces- the ones that can geniunely swing a battle. This has the effect of making it seem like our increased success is mere luck, as opposed to magic (As in, we would hope that all that would be mentioned in the enemy's combat report is 'Moskurg has had better luck than we have', not 'Moskurg seems to know what we are planning')

To be clear, I am not voting for either of these. I'm just presenting the option. I still like the idea of granting Arstotzkans enlightenment as we steal their plans. Heh heh heh.
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on April 03, 2017, 03:23:26 pm
I like the Induce Zen idea. +1
+2
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on April 03, 2017, 03:36:03 pm
Zen also has the advantage that people in the chain won't wander out of range.
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on April 03, 2017, 07:31:25 pm
You make a fair meta-argument, though I don't think the order would be necessary as how we're obtaining this information isn't obvious, and could be use spending designs on a very competent spy system. I'd say the hints about what's going on are making notice of us reacting to their plans in such a manner, we did roll pretty well on the spell, and the botch was determined to be effectiveness and not noticability.

Zen also has the advantage that people in the chain won't wander out of range.

It also has the flaw of, if it's noticed then it's just a quick murder/bucket of water to clear them out of the Zen state. Also with the ritual set up, at worst you just need to jump a few more minds until you're back in range.

After some processing, I think we should go for the Ritual Casting set up this revision, the potential use of Zen next turn, and then either some sort of Mind Control or Mind Killer the turn after that, using IDT as the targeting vector. If we can kill their leaders the moment we detect them, or kill entire lines in a moment, then we might have a war winner. Thoughts?
Title: Re: Wands Race - [Moskurg]
Post by: Sosoku234 on April 03, 2017, 07:56:24 pm
I like the Induce Zen idea. +1
+2
+1
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on April 03, 2017, 07:58:19 pm
I'm actually changing my vote to the other version of detect thoughts.
Title: Re: Wands Race - [Moskurg]
Post by: ATHATH on April 03, 2017, 08:01:12 pm
I mean, yeah. But they'll probably notice when we start predicting their moves again. It took them several years to design a counter to our mind-reading last time, so just cos they know it's happening doesn't mean they'll be able to do anything about it.
I'm also thinking about the poor GM here. They need to be able to give little hints in the flavour text as to what the enemy is doing, I'm providing a way of doing so.

If we really wanted to keep our mind-reading secret, we'd have to do like the british in WWII and deliberately mess up frequently enough that the really important times where we get things right seem like coincidences. Which would limit the effectiveness somewhat.

I guess if you want to take a more subtle approach, we could exchange a bit of cost for secrecy;

Improved Detect Thoughts - Chain Readers: As some idiot suggests, we take advantage of the ease of casting by having up to a dozen mages working on a relay chain at once, each one handling the thoughts of one of the links. This would bump up the cost to Expensive, which would still be cheaper than Very Expensive. The Arstotzkans would be hard pressed to notice anything is amiss, as one of the things we would focus on in exchange for the increased cost would be secrecy.

Which we could combine with the following:

Order - Selective Intelligence Usage: We use IDT to gather all the intel we could ever want, but we only use the most important pieces- the ones that can geniunely swing a battle. This has the effect of making it seem like our increased success is mere luck, as opposed to magic (As in, we would hope that all that would be mentioned in the enemy's combat report is 'Moskurg has had better luck than we have', not 'Moskurg seems to know what we are planning')

To be clear, I am not voting for either of these. I'm just presenting the option. I still like the idea of granting Arstotzkans enlightenment as we steal their plans. Heh heh heh.
+1 to the stuff that's presented here.
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on April 03, 2017, 09:15:06 pm
Okay so we have some split votes at the moment. Please quote and edit this post to add you vote to it so we are sure of where people stand.

Issue 1: What to revise: Presented to make sure that we are all on board with such.
A: Improved Detect Thoughts: I
B: Something Else:

Issue 2: Method of IDT Revision: Unless a major upset happens, this is the next topic
A: Zen Mind, introduces a Mind Stilling Effect to make the mind bouncing usable. Potentially noticeable:
B: Ritual Casting, introduces More Magic Users to handle the Mind Overlap to make the mind bouncing usable. Will almost certainly increase expense: 1

Issue 3: Orders: A specific vote on if we want to do any Orders this turn, if Yea then a follow up vote on what Orders to do will be had.
A: Yes:
B: No: 1
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on April 03, 2017, 09:16:24 pm
I sleep now, also, feel free to refer to me as SMMI as lowercased "some idiot" can be confusing.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 03, 2017, 09:29:16 pm
We can't just... throw a filter onto the spell?
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 04, 2017, 02:18:30 am
We can't just... throw a filter onto the spell?
Don't be ridiculous, that's far too simple.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 04, 2017, 02:31:34 am
Hey, if it's simple and it works, well... why aren't we doing it?
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 04, 2017, 03:42:59 am
I sleep now, also, feel free to refer to me as SMMI as lowercased "some idiot" can be confusing.
Heh heh heh heh heh. Fine.

Hey, if it's simple and it works, well... why aren't we doing it?
Serious answer: Because the GM needs to come up with an explanation for how we make the spell work better. We can save them a bit of work by suggesting a method ourselves. ((And by being helpful to the GM, they will be more inclined to be generous towards us))

Quote from: Votes
Issue 1: What to revise: Presented to make sure that we are all on board with such.
A: Improved Detect Thoughts: SMMI, NUKE9.13, S34N1C, crazyabe, Kashyyk, Sosoku234, ATHATH (Pretty much everyone)
B: Something Else:

Issue 2: Method of IDT Revision: Unless a major upset happens, this is the next topic
A: Zen Mind, introduces a Mind Stilling Effect to make the mind bouncing usable. Potentially noticeable: NUKE9.13, Kashyyk, crazyabe, Sosoku234 (4)
B: Ritual Casting, introduces More Magic Users to handle the Mind Overlap to make the mind bouncing usable. Will almost certainly increase expense: SMMI, S34N1C, ATHATH (3)
C: 'A Filter', super boring and generic: Taricus (1)

Issue 3: Orders: A specific vote on if we want to do any Orders this turn, if Yea then a follow up vote on what Orders to do will be had.
A: Yes: ATHATH
B: No: SMMI, NUKE9.13
In other words, we can all agree on improving IDT. There's some debate as to the method. If we can't agree, we should just go with C (the boring option) and let the GM decide on how we improve it.
There is no conclusion regarding the Order 'Selective Intelligence Usage', which could be used to vastly decrease the chance of Arstotzka figuring out we have mind-reading again, albeit at the risk of limiting the effectiveness of said mind-reading.



E: Incidentally, reading back over the combat report for 918, specifically the jungle section- it seems like the Arstotzkans are developing weather control of their own. The tower they built was probably related to the cold weather that year. I mean, obviously it didn't save them, but we should bear that in mind before they plunge Forenia into a new ice age. I guess it is currently a National Effort- which explains why destroying the tower led to no frost this year- but they could revise it to be cheaper.

E2: In fact, whilst I'm at it, what we know about Arstotzka's efforts so far:

911: ? ? ? Something about commoners giving orders to noblemen?
912: Fireballs, the bane of our existence.
913: ? ? ? Snipers and bodyguards? Possibly (but probably not) storm magic?
914: ? ? ? No indication of them doing anything.
915: Plate armour! Also, Firewalls. They mentioned in the core thread that plate armour involved several revisions, so presumably they designed it in an earlier year and revised it to work this year.
916: Exploding Fireballs and Magic Lances
917: Frost Tower?
918: Magical caltrops? Apprentices spouting mist.

Clearly after messing around for the first few years they started to get their act together. Hopefully they go back to their roots soon.

By the way, evictedSaint: I noticed whilst reading back through the updates that you did 917 twice- it should currently be 919, not 918.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on April 04, 2017, 10:06:55 am
If it is indeed magical caltrops they've developed,  rather than tangle weed or something,  is there anything we can do to counter it? Would horseshoes be enough?
Title: Re: Wands Race - [Moskurg]
Post by: Sosoku234 on April 04, 2017, 10:13:36 am
Double the horseshoes.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 04, 2017, 10:42:33 am
Double the horseshoes.

Why stop there? (http://i.imgur.com/47nwwBJ.jpg)
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 04, 2017, 12:44:03 pm
Revision: Improved Detect Thoughts - Zen Inception [3]

Surpessing someone's thoughts to quiet the line turns out to be rather tricky.  In tests with our own troops, a willing participant can have his mind quietened enough to hear further down the line.  A non-passive individual clouds the line with his own thoughts, and an actively aggressive individual can shut the line down entirely by thinking loudly enough.

To circumvent this, our mages have developed a process they refer to as "Inception."  By quietly planting false questions like "Who am I? Why am I here? What is the meaning of life?" we can gradually work an enemy in the relay down to a passive "zen-like" state.  This process requires a mage to work each link in the relay down to a passive state before going on to the next one, and each link can be disrupted by outside interference. As a result this technique can't be used in pitch battle, but does work quite effectively at night against unsuspecting guards - either to open a route for an ambush, or to open a relay to a commander behind the lines.  There is a small amount of static build up the more relays you add, but for our purposes it doesn't become an issue.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 04, 2017, 02:03:19 pm
Hmm. Well, knowing their grand designs should be good enough. And since we aren't inducing zen on people in the middle of a battle, the Arstotzkans are less likely to notice something is amiss.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 04, 2017, 02:28:14 pm
Hmm... That zen implantation has uses on our side too. Would certainly be able to stop routs if possible.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 04, 2017, 06:51:06 pm
The mountains see another half-hearted poke from our Theatre Commander.  It seems futile; our men march up hill over rocky terrain, withstand arrow fire the entire way, and then are expected to break down the gates of the fortress sitting at the peak.  Skirmishes fail here; there's simply too many factors working against us.

There is dissent talk among our men - they are frustrated with trying to take back the mountains, and sick of losing so many with each failed push.

Arstotzka maintains control of the Mountains.

At least the plains are secure, as they'd been last year, and the year before, and the year before.  Their men march forth in steel suits of armor, only for our calvary to crash into their lines with devastating effect.  Even better, the Detect Thoughts spell works exactly as intended.  Our men creep up in the pitch dark to where their men stand guard and slowly work their way into their minds, hopping further and further into the camp until they're reading the battle plans for the next day straight from their commanders mind.  As it turns out the Arstotzkans have developed a new spell called "crystal caltrops", which they surround their camps with at night to prevent raids.  This explains why our horses fall with such alarming frequency.  Sadly, being so close means our men are discovered before too long and chased off, but more often than not they have the plans for the next day already tucked away.  The plains are as one-sided as the mountains, and our men laugh at the ease at which we drive Arstotzkan invaders away.

Moskurg maintains control of the plains.

The fighting in the jungle has slowly started to progress in our favor once again.  The caltrops are difficult to spot at night, and our men are wary of skirmishing the enemy troops, but the few times we manage to successfully get close our mages return with our opponents battle plans.  The battles during the day go much better than the skirmishes do.  The enemy has given their officers new crystal axes with long, square handles, which they swing about like feathers.  It's brutal, but by using the weather and our superior bows we keep them at range when we can.  We push the enemy back bit by bit, until they're hanging onto the very edge of the jungle.  Compound bows, storms, and bolts of lightning are hell in the dense foliage - and without Myark to make up the difference, they can only just hang on.  Another year like this and they'll be pushed back out entirely.  Fancy axes are great, but they don't do enough.  We run out of steam just before we can push them back into the north, but our men are confident we can run the scum out if the next year goes just as well as it did this year.

Arstotzka captures several of our men during one of their night raids, but they lose many more during the day.  Trades and chivalry see both sides replenished to full strength.

Neither side gains ground in the jungle.

Myark, curiously absent from the jungle, makes an appearance from the bow of an enemy ship in the West.  His magical prowess is legendary, and he's a match for the mages we have aboard our own ships.  The seas are fought to a stalemate, and both sides lose a fleet in the bloody fighting.

Neither side makes coastal gains this year.

Things look great - we came close to claiming the jungle this year.  Had we committed more to the jungle, Arstotzka would be building barricades on their home soil this year.  Eager for the war to finally reach its conclusion, the Sultan has offered to dip into his private treasury to give us an extra Expense Credit this year.


It is 920, the Design Phase.

Spoiler: State of Forenia, 920 (click to show/hide)
Spoiler: Moskurger Equipment (click to show/hide)
Spoiler: Moskurger Spells (click to show/hide)
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 04, 2017, 06:51:57 pm
Note: I made a mistake when assigning cost to IDT:ZI.  It should be Expensive, not Normal cost.  I fixed that, and I hope you'll forgive me for nerfing the spell a bit.
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on April 04, 2017, 10:49:48 pm
Interesting move in their part, upgrading equipment like that. I expect them to get Crystal Arrows and possibly Crystal Fortifications soon enough. Maybe Crystal Boats. If that happens, a Thunder/Sonic based combat spell will counter them hilariously well.

I'm going to recommend Terramancy again, as causing successes in the Mountains may startle them and it'll help in the Jungle as well. Goal would be Basic Movement of Dirt and Stone set at Expensive cost, as this is a new area and something that we don't need everyone doing. Plus it'll be useful for road/infrastructure building and sabotage if we're able to maneuver well enough.

Unless we glitch the Terramancy, we should then revise the ISoA so it's of use.

Note: I made a mistake when assigning cost to IDT:ZI.  It should be Expensive, not Normal cost.  I fixed that, and I hope you'll forgive me for nerfing the spell a bit.

If you don't mind me asking, what did we get in exchange for the nerf if anything? Or is complex mental magic always going to be a minimum of Expensive from now on?

What's the expense of Spear of Allah currently, as that isn't mentioned in the most recent text? If it's more than Normal/Cheap and we succeed on revising it, we should probably spend the Expense credit on it as it will cause quite the turnaround. If the revision isn't successful and Terramancy is selected and works out well, the Expense Credit there would be quite the mover and shaker, especially in the Mountains.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 04, 2017, 10:58:00 pm
Normal cost spells can be cast by apprentices.

Expensive spells must be cast by trained wizards.

Very Expensive spells require multiple wizards to cast.

National Efforts require you hero to cast, and you can only use one.

SoA is Very Expensive, due to requiring Storm Strike (which itself is Very Expensive - the spell cost trickles down for variants)
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on April 04, 2017, 11:01:35 pm
I'll +1 terramancy for now
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on April 05, 2017, 01:44:38 am
I vote for Dispel Magic - Any enduring spell,  such as crystal caltrops,  crystal axes, fog banks and walls of fire, require a complex weave of magic to keep it in place. By specifically targeting this enchantment, we can force the spell to end ahead of time.

In its current form, this will not be enough to shoot down fireballs, but this should be a good stepping stone.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 05, 2017, 02:06:51 am
I'm once again going to recommend we go for a superweapon, one that can finally turn the tide in the jungle firmly in our favour. I don't expect this to work immediately, but I'd like to get started on it so that we can revise it to work in future years.

Deus ex Tempestas*: We know the storm. We control the storm. We feel the power contained within the storm. And now it is time to unleash that power.
God can be found in all things, for all things are a part of Him. The storm included. We can summon his aid, a fraction of his divine being, in the form of a towering Storm Elemental.
The unlimited rage and unfathomable power of the storm made manifest, the Storm Elemental stands as tall as four men, made up entirely of swirling black clouds, the occasional flash of lightning running through its body. It cannot be harmed by mortal blades, for truly, when have mundane means ever been able to control the weather? It can easily harm mortals in return, though. Fists slam into enemy soldiers with all the power of a hurricane behind them, small thunderbolts leap from its torso, and men and horses alike flee before its raging bellow. Fallen branches, small rocks, and unfortunate soldiers are all whipped into the air by the towering giant, to come crashing down on enemy archers.
The Storm Elemental can only be summoned during inclement weather, obviously, and may be somewhat hard to control without the efforts of several trained mages. It is expected to be a National Effort.

Also, can we do something about our constant losses in the mountains and

Order - Concede the Mountains: Look, guys, we aren't winning in the mountains. Stop throwing good men after bad, and let them have them- at least for now. We need the men in other theatres.

I really want to conquer the jungles, so that we can get the necessary hardwoods with which to build a fearsome

Quinquireme: We have the manpower of the plains, and the hardwoods of the jungle. Combine the two, and what do you get? A massive warship, propelled by a combination of oars and magically-powered sails. The Quinquireme is large enough to carry hundreds of soldiers, and dozens of mages. They can serve as flagships for our fleets, or as transports for our ground troops. Later, they will be able to carry several ballistas on their expansive decks. A large tower allows our archers to rain down death upon enemy longships, whilst the high sides make it difficult for the Arstotzkans to board us in return.
By augmenting our small, manoeuvrable sailing ships with a massive medieval battleship, the seas will fall firmly under our control. And once they are, the Quinquireme's transport capacity will allow us to make full use of our naval supremacy to deploy troops wherever and whenever we need them.

So, to be clear, I'm voting for Deus ex Tempestas and Order - Concede the Mountains. Though if people still don't feel like building a superweapon, I'd understand.



EDIT: Actually, after thinking about it some more, I doubt that DeT would succeed, in either getting enough votes, or being an even marginally successful design. We just don't have any experience with summoning 'living' things. Much as I would like to start with a big prototype and work down to mass-produced units, I feel like the GM is more likely to reward humility. So I'm changing my vote to

Creature of the Storm: Okay, so, a towering giant may be a bit ambitious. How about we start small, with a Lesser Storm Elemental. The same height as a man, but made up of swirling black clouds, they are immune to mortal blades, which pass harmlessly through them, whilst delivering savage blows with all the force of a tornado in return.
These give us a way to hold our own in prolonged melee where our brave soldiers are usually at a disadvantage. They would only be summoned during stormy weather, and probably require the attention of a wizard to keep them under control. The first prototypes are expected to be between Very Expensive and A National Effort, but with practice we should hopefully be able to get them down to just Expensive.

Also,
SoA is Very Expensive, due to requiring Storm Strike (which itself is Very Expensive - the spell cost trickles down for variants)
But surely we can cast SoA multiple times during a single storm? You can fire cheap bullets from an expensive gun. We have a group of expert mages summon the storm, then have less experienced mages summon lightning (or other things) from it.
Which is not to say that I think SoA should be Expensive, just that it should be possible to make it so without lowering the cost of Storm Strike first.
Title: Re: Wands Race - [Moskurg]
Post by: Sosoku234 on April 05, 2017, 07:45:04 am
+1 to Dispel Magic
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on April 05, 2017, 07:51:44 am
Quote from: Vote Tally
Terramancy [2]: SMMI, S34N1C
Dispel Magic [2]: Kashyyk, Sosoku234
Creature of the Storm [1]: NUKE9.13

NUKE9.13: If we were to specifically research some sort of "Craft Sentience" theory first, I'd be more inclined to go for elemental summons. We've got enough of an advantage that I think we can afford to spend a design action to prep for later summon spells. Unless other people feel there's benefit to this though, I'm not going to bloat the Vote tally with it.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 05, 2017, 07:57:40 am
Hmm. Can we do that?
evictedSaint: Can we research 'magic theory' instead of a specific spell, and get less of a penalty on the rolls for delving into a new school of magic?

Because if so, I'd actually prefer to research Theoretical Anti-Magic, in preparation for researching dispel next year- I love me some counterspells, but I worry that the penalties on researching one would be astronomical.
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on April 05, 2017, 08:12:58 am
+1 to Dispel Magic
+1
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on April 05, 2017, 09:34:01 am
So, we want a decisive victory in the Jungle. I believe Terramancy will get us that victory. It'll let us cause damage to their fortifications in a more reliable manner while also allowing us to clear out their caltrops with relative ease, in addition to helping with our own infrastructure development. We get it set up properly and it'll push multiple fronts at once.

Dispel Magic is definitely something we should invest in, but I believe we should get something to make them stumble first before investing resources into it, as it's going to be the most complex thing we've invested into. If we get it wrong without them being offbalance first, we'll be the ones who start stumbling backwards.

If I'm understanding it correctly, SoA is tied directly to Storm Strike for Expense, so if we use an Expense Credit in Storm Strike, SoA will also go down in Expense.

Quote from: Vote Tally
Terramancy [2]: SMMI, S34N1C
Dispel Magic [3]: Kashyyk, Sosoku234, crazyabe
Creature of the Storm [1]: NUKE9.13

Order: Give Up Mountains
Yea [1]: NUKE9.13
Nay [1]: SMMI

If we don't do Terramancy then an Order to set up Defensive Lines rather than keep pushing in to get slaughtered would be something that I'd vote for.

Recommendation of Process for the Future:
1. Suggest Designs/Redesigns/Orders.
2. Vote on Design Action. Get results.
3a. Suggest New Redesigns.
3b. Vote on Redesign Action. Get results.
4a. Suggest New Orders.
4b. Vote on Orders. Get results.

This will let us focus on talking about a few things at a time and make sure that all suggestions for actions are acknowledged at the least. Plus it'll let us know what we're working with before making Order attempts.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 05, 2017, 09:43:57 am
To clarify, ambitious rolls have a penalty to expense and bugs.  Furthermore, a game-changing mega super weapon won't appear in one turn, regardless of how well you roll (unless you have every single prerequisit tech leading up to it, and even that requires luck).

Remember, it took a design and two revisions to get Gust of Wind to this point, and a design and two revision to get Storm Strike (not to mention the designs and revisions to get the Hammer and Spear (which your wizards still refuse to use, btw)).
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 05, 2017, 09:54:06 am
To clarify, ambitious rolls have a penalty to expense and bugs.  Furthermore, a game-changing mega super weapon won't appear in one turn, regardless of how well you roll (unless you have every single prerequisit tech leading up to it, and even that requires luck).

Remember, it took a design and two revisions to get Gust of Wind to this point, and a design and two revision to get Storm Strike (not to mention the designs and revisions to get the Hammer and Spear (which your wizards still refuse to use, btw)).
So can we deliberately do just theoretical research to get less of a penalty?
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 05, 2017, 09:56:29 am
Yes, you can spend a design building up knowledge to get a bonus to future designs. You would produce no new designs this turn, but you'd get a bonus to your roll for your deliberately non-ambituous design phase.

I would essentially treat it as two design phases on a single spell.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 05, 2017, 10:04:36 am
Right, in that case, my vote goes to

Theoretical Anti-Magic: The 'you may also like' section of the Divination Spellbook mentions the existence of 'anti-magic', magical means of dispelling magical effects. By analysing what makes spells fail (something we have ample practice with), we can try to isolate the nature of this new sphere. We would not be so ambitious as to try to create a working counterspell, but we can assemble a corpus of knowledge that will help us develop one in the future.

Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 05, 2017, 11:04:59 am
We don't concede the mountains. Even if we don't make progress we prevent the enemy from marching on the desert.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 05, 2017, 11:20:39 am
Arstotzka wont advance on the desert unless their commanders make the decision to advance there.  If they do, then battles will occur in the desert (where you have the advantage).

Similarly, Moskurg wont push north past the plains unless you make the call to advance.

Conceeding the mountains allows you to dedicate those assault troops elsewhere.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 05, 2017, 11:33:16 am
Conceeding the mountains allows you to dedicate those assault troops elsewhere.
Ayup. And since Arstotzka isn't losing troops defending the mountains, we have literally no reason to keep assaulting them. Beef up our forces in the jungle instead.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on April 05, 2017, 12:43:43 pm
Quote from: Vote Tally
Terramancy [2]: SMMI, S34N1C
Dispel Magic [2]: Sosoku234, crazyabe
Theoretical Anti-Magic [2]: NUKE9.13, Kashyyk

Order: Give Up Mountains
Yea [2]: NUKE9.13, Kashyyk
Nay [1]: SMMI

It's going to be a hard spell to get right, so we'll need all the bonuses we can get.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 05, 2017, 12:45:36 pm
Have I mentioned I really like how you guys keep your votes tallied?  Really helpful
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 05, 2017, 04:14:25 pm
I think we could do Summon Pegasi for a design and Bodkin Arrows for a revision.  Or design on bodkin arrows.  Or summon something like a lizard or a bird for scouting (and as a runup to a pegasus), as that would be very useful with the thought relay, as animals don't think much and they won't be looking out for animals.  With them, starting the invasion of the tundra might win the war outright, and the eternal height advantage for our archers would be immensely useful.  Piercing arrows would also be greatly helpful in organized battle.
Title: Re: Wands Race - [Moskurg]
Post by: Sosoku234 on April 05, 2017, 05:08:26 pm
Change from Dispel Magic to Theoretical Anti-Magic.

Vote Yea on Give up Mountains.
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on April 05, 2017, 05:12:54 pm
Change from Dispel Magic to Theoretical Anti-Magic.

Vote Yea on Give up Mountains.
+1, I'm not going to stand on a sinkin' ship.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on April 05, 2017, 05:14:53 pm
Quote from: Vote Tally
Terramancy [2]: SMMI, S34N1C
Theoretical Anti-Magic [4]: NUKE9.13, Kashyyk, Sosoku234, crazyabe
Summon Pegsus [1]:Devastator

Order: Give Up Mountains
Yea [4]: NUKE9.13, Kashyyk, Sosoku234, crazyabe
Nay [1]: SMMI
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 05, 2017, 09:05:06 pm
Design: Theoretical Method of Inducing Anti-Magical Properties. [2, 1-1, 4-1]
The newest weapon in Moskurg's arsenal is perhaps the most dangerous one you've ever crafted - it's knowledge.

Well, theoretical knowledge, anyways.

Your mages lock themselves away for the better part of the year, studying all their notes and pouring over the texts of anything they can find that even remotely mentions magic.  The spellbook mentions another book that discusses anti-magic, but where you can find it is entirely unknown.  Still, that doesn't stop them from tearing the palace library apart in a desperate search for anything that might hint towards its existence.  After months of reading, the only book they can that even hints towards feats of magic is our Holy Book - the Word of God.

It's definitely heretical.

But progress must be made, so you lock your doors, bar the windows, light the candles, and get to work studying the holy texts.  There's a lot of theory involved, and numerous translation errors that require days of careful analysis, but you think you've discovered a way to invoke the name of Allah in such a way as to still the...let's say more unapproved applications of magic (i.e. Arstotzkan magic).  It requires numerous, lengthy prayers, a sacrifice, and must be performed at a specific time with the right combination of incense and ceremonial robes.  Furthermore, it would be something that only the most devoted could cast - only those who have been touched by the Light of Allah could even hope to perform this miracle (i.e. al-Mutriqa).  According to the scriptures, such a spell would be able to temporarily forbid the manipulation of reality in an entire area for a short amount of time...maybe.  You don't dare attempt this magic.  Not yet, at least.  There's clearly much more to learn, further lessons that can be gained from these ancient, holy words.

But with the knowledge you've gained here, you feel as though you're close to a breakthrough of some kind.  It's like a giant puzzle, missing only a few critical pieces to link it all together.  If only you had more time...
National Effort
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on April 05, 2017, 09:26:35 pm
How about instead of abandoning the mountains, we just decrease the amount of troops we send in these death missions?

Order: Slow the assault: Cut the amount of attacks we attempt in the mountains in half
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 05, 2017, 09:44:57 pm
"Sir, we are expecting a lot of loses during this next invasion."

"Hmmm...cut the amount of troops we send by half.  I took a highschool algebra class, that'll reduce our expected casualties by at least 50%."
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 05, 2017, 09:46:48 pm
We could just redirect them into invading the Tundra.
Title: Re: Wands Race - [Moskurg]
Post by: ATHATH on April 06, 2017, 12:28:26 am
+1 to leaving the mountains.
Title: Re: Wands Race - [Moskurg]
Post by: ATHATH on April 06, 2017, 12:57:05 am
Guys, I just had an idea. What limits us to using our Detect Thoughts wands on mortals?

Ideas for future turns:
Avatars: By using a Detect Thought wand to achieve a direct mental link to Allah, a mage can completely surrender his mind to His will, effectively becoming possessed by Him. In addition to, y'know, having physical avatars of our god walking around on the battlefield, Avatars will be able to greatly improve long-range communication- since Allah is one being, what one Avatar knows, all of them do. Hence, one can tell important information to an Avatar on one side of the continent and have another Avatar relay the information to commanders on the other side.

Improved Divine Spellcasting: Due to Detect Thoughts wands enabling us to obtain a better understanding of Allah (and the divine in general), all divinity/divine-related projects and spells have their costs reduced by one when used/created/cast/whatever by a bearer of a Detect Thoughts wand (that isn't currently using it on non-Allah beings (or his angels, I suppose), of course).

Improved Spear of Allah: Instead of commanding lightning to do our bidding, our mages will use Detect Thoughts wands to implant suggestions in the "minds" of storms and lightning. In addition to greatly reducing the risk of our own mages being fried (because the storm will 'think" that it came up with the idea to strike that guy over there with lightning itself), this could be used to cause a storm to autonomously go to places/do things that we desire (i.e. plant a suggestion to "fly over to Screwedville and fry anybody there who is wearing a suit, then do the same in Doomedland, etc. etc. (worded in a less demanding and more "natural" way, of course)).
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 06, 2017, 01:13:18 am
Alright. Now to finally fix SoA.

Improved targeting for Spear of Allah: By firing a small magic 'marker' at the target, we establish a link with the clouds above through which lightning can flow. This greatly improves the accuracy of the Spear.

And whilst we're at it, let's use our credit to reduce the cost.

Vote to Improve SoA and Reduce cost of SoA
Title: Re: Wands Race - [Moskurg]
Post by: ATHATH on April 06, 2017, 01:56:15 am
Alright. Now to finally fix SoA.

Improved targeting for Spear of Allah: By firing a small magic 'marker' at the target, we establish a link with the clouds above through which lightning can flow. This greatly improves the accuracy of the Spear.

And whilst we're at it, let's use our credit to reduce the cost.

Vote to Improve SoA and Reduce cost of SoA
I don't think that the problem with Spear of Allah is the ability of the lightning to find its targets- it's that it doesn't like being commanded.

Just wondering, did you post this before or afters reading my spell ideas?
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 06, 2017, 02:11:44 am
Bodkin Arrows.

Our best weapon is our horse archers with their recurve bows.  Their best weapon is their heavy armor.  Lets make our best weapon, carried on all our troops, effective against their best weapon.

It should be helpful during all phases of combat, and it should be helpful in every region.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 06, 2017, 02:53:38 am
I don't think that the problem with Spear of Allah is the ability of the lightning to find its targets- it's that it doesn't like being commanded.
As a pious Moskurger, I obviously believe that the storm is a manifestation of Allah, and we can do nothing with it without his blessing.
As a 21st century atheist, I think lightning doesn't actually care, and the lack of accuracy is caused by a failure on our part to properly guide it to its destination. What we need is to pre-ionise the air between the clouds and the target, which we should be able to do with some simple magic.

Quote
Just wondering, did you post this before or afters reading my spell ideas?
I've been suggesting improved targeting for SoA for a while. I was just posting from my phone, so I didn't respond to your ideas. Let me do so now:

Avatars: By using a Detect Thought wand to achieve a direct mental link to Allah, a mage can completely surrender his mind to His will, effectively becoming possessed by Him. In addition to, y'know, having physical avatars of our god walking around on the battlefield, Avatars will be able to greatly improve long-range communication- since Allah is one being, what one Avatar knows, all of them do. Hence, one can tell important information to an Avatar on one side of the continent and have another Avatar relay the information to commanders on the other side.
That sounds hella heretical. Plus, I'm not sure it would work. Allah is in all things already. Mankind is already an (imperfect) reflection of His being. In a sense, we already are physical avatars of Allah.
That being said, it's worth looking into. It may not have the exact effects you're looking for, but Divine Magic could be an interesting path to go down.

Quote
Improved Divine Spellcasting: Due to Detect Thoughts wands enabling us to obtain a better understanding of Allah (and the divine in general), all divinity/divine-related projects and spells have their costs reduced by one when used/created/cast/whatever by a bearer of a Detect Thoughts wand (that isn't currently using it on non-Allah beings (or his angels, I suppose), of course).
Hella heretical still, but if there is some sort of divine energy we can tap into to enhance spellcasting, that would be useful (I imagine that, for balance reasons, said 'divine' energy would be non-denominational, so that Arstotzkans could also use it. Our religion actually being literally true would be somewhat OP, I feel)

Quote
Improved Spear of Allah: Instead of commanding lightning to do our bidding, our mages will use Detect Thoughts wands to implant suggestions in the "minds" of storms and lightning. In addition to greatly reducing the risk of our own mages being fried (because the storm will 'think" that it came up with the idea to strike that guy over there with lightning itself), this could be used to cause a storm to autonomously go to places/do things that we desire (i.e. plant a suggestion to "fly over to Screwedville and fry anybody there who is wearing a suit, then do the same in Doomedland, etc. etc. (worded in a less demanding and more "natural" way, of course)).
The primary problem with this line of development is that, whether it is possible or not, Detect Thoughts is designed to work on humans. Making it work on divinity, or the 'minds' of natural phenomena, would almost certainly require a design, not a revision. I think a more mundane way of increasing the accuracy of SoA would be easier to pull off.

How about instead of abandoning the mountains, we just decrease the amount of troops we send in these death missions?

Order: Slow the assault: Cut the amount of attacks we attempt in the mountains in half
That'll just guarantee they fail. We'd be throwing them away even more than before. No, it's all or nothing.

We could just redirect them into invading the Tundra.
Not until we have spells or weapons that are specifically designed to help us invade it. At the moment, their home territory advantage is too stronk.

Bodkin Arrows.

Our best weapon is our horse archers with their recurve bows.  Their best weapon is their heavy armor.  Lets make our best weapon, carried on all our troops, effective against their best weapon.

It should be helpful when skirmishing, and it should be helpful in pressed battles.
I mean, yeah, we definitely should revise our arrows to be armour-piercing at some point. But the potential of SoA to take out commanders and mages, whilst also improving our offence against heavily-armoured troops (especially if we make it cheaper) tips it in SoA's favour for me.
If we had two revisions, I'd do both.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on April 06, 2017, 03:00:58 am
I approve of Improved Spear of Allah
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 06, 2017, 03:31:46 am
I mean, yeah, we definitely should revise our arrows to be armour-piercing at some point. But the potential of SoA to take out commanders and mages, whilst also improving our offence against heavily-armoured troops (especially if we make it cheaper) tips it in SoA's favour for me.
If we had two revisions, I'd do both.

I would also do both if we had two revisions.  But I have to go with the improvement that everyone can use, not one only usable by mages, as they seem to do the same thing.  Both of them can kill commanders and mages.  Both of them can kill heavily armored soldiers.  I want all of our soldiers able to deal with them, not just a few.

The arrows are also a mundane weapon, which gives us a +1 to the roll.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 06, 2017, 06:41:45 am
I mean, yeah, we definitely should revise our arrows to be armour-piercing at some point. But the potential of SoA to take out commanders and mages, whilst also improving our offence against heavily-armoured troops (especially if we make it cheaper) tips it in SoA's favour for me.
If we had two revisions, I'd do both.

I would also do both if we had two revisions.  But I have to go with the improvement that everyone can use, not one only usable by mages, as they seem to do the same thing.  Both of them can kill commanders and mages.  Both of them can kill heavily armored soldiers.  I want all of our soldiers able to deal with them, not just a few.

The arrows are also a mundane weapon, which gives us a +1 to the roll.
Our archers aren't really accurate enough to reliably take out specific targets.
Yes, not everyone can use magic. But those that can are worth a dozen men that can't, at least. Magic is like artillery; you don't need every soldier to have one for it to rule the battlefield.
I'm not sure where you're getting the idea that we get a +1 to mundane weapons. That hasn't been the case in the past.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 06, 2017, 06:45:43 am
Our archers aren't really accurate enough to reliably take out specific targets.
Yes, not everyone can use magic. But those that can are worth a dozen men that can't, at least. Magic is like artillery; you don't need every soldier to have one for it to rule the battlefield.
I'm not sure where you're getting the idea that we get a +1 to mundane weapons. That hasn't been the case in the past.

We do have the lucky strike spell for specific targets.

Spear of Allah is also the mage equivalent of Expensive, right?  We could spend an expense chit or a second revision to make it the mage equivalent of cheap, but bows are already cheap, so that would save us a chit or a second revision.

Our bows and our horses are really, really good.  Lets do one more revision, to take out the Arstotzkan armor, and we'll roll all the way to victory right now.  The Spear, however useful it may be, can't win the war by itself.  Our bows and horses, minus their armor, can.

One last thing, we have the area lightning already.  If we add assasination lighting, and they come up with a lightning-counter, we've got two designed spells that can be countered by the same counter.  If we have armor-piercing arrows to go with our area lightning, it's harder to counter both of them with the same design.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on April 06, 2017, 07:45:11 am
They won't create an anti lightning spell for the same reason we won't create an anti fire spell (despite it being more  beneficial for us to make the counter than for them). We'll be safe with doubling up on the same spell type.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 06, 2017, 07:45:56 am
They won't create an anti lightning spell for the same reason we won't create an anti fire spell (despite it being more  beneficial for us to make the counter than for them). We'll be safe with doubling up on the same spell type.

..aren't we researching anti-magic?
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on April 06, 2017, 07:47:04 am
I suggest we use our expense credit on our ships so we can just flood the ocean with them
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on April 06, 2017, 07:52:22 am
Quote
..aren't we researching anti-magic?
Generic anti magic,  yes. Which would be just as effective regardless of what type of spell it counters.  I was referring to a specific protection from fire or protection from lightning spell. We'd be better served with the anti fire spell than they would with the anti lightning, yet the few times I suggested it I got shot down for being reactive rather than proactive.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 06, 2017, 07:54:07 am
Quote
..aren't we researching anti-magic?
Generic anti magic,  yes. Which would be just as effective regardless of what type of spell it counters.  I was referring to a specific protection from fire or protection from lightning spell. We'd be better served with the anti fire spell than they would with the anti lightning, yet the few times I suggested it I got shot down for being reactive rather than proactive.

I'd be happy to vote for a good fire counter just fine.  You okay with the bodkin arrows, otoh?  I really do think they're better due to pairing with the cheap horses and cheap recurve bows well, along with the lucky strike spell.

I know part of the reason to do wind gusts was to counter their mists, as well as bug swarms.  No reason to expect a good anti-fire spell couldn't be done.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 06, 2017, 08:16:39 am
Actually, thinking about it some more, I have a question for evictedSaint:

Does SoA work as an offensive spell, or is it more/only useful on the defence?

Because if it doesn't help us (as much) on the attack, bodkin arrows may actually be better; we want a weapon that can help us push further into the jungle, not one that can help us hang onto ground we already hold.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 06, 2017, 08:19:18 am
SoA would be an assassin-type weapon used on the offense to target enemy commanders.

Right now it's being used as an assassin-type weapon used on the offense to target enemy commanders and your own mages.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 06, 2017, 08:22:53 am
Would bodkin arrows be of use on the attack?

..and, is lightning of use in the Jungle?
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 06, 2017, 08:27:37 am
Would bodkin arrows be of use on the attack?

..and, is lightning of use in the Jungle?
Hammer of Allah has been useful in the jungle in the past.

SoA would be an assassin-type weapon used on the offense to target enemy commanders.

Right now it's being used as an assassin-type weapon used on the offense to target enemy commanders and your own mages.
Yeah, good. In that case I'm sticking with Fixing SoA. Knowing their plans and preventing them from making new ones will mean our tactical dominance will be absolute. Who cares how much 'better' their soldiers are- a soldier in the wrong place is useless no matter how good a fighter he is.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 06, 2017, 08:31:46 am
Yeah, good. In that case I'm sticking with Fixing SoA. Knowing their plans and preventing them from making new ones will mean our tactical dominance will be absolute. Who cares how much 'better' their soldiers are- a soldier in the wrong place is useless no matter how good a fighter he is.

You can use the arrows to kill the same leader you hit with lightning.

I don't know why that isn't good enough.

Kashyyk tells me the enemy won't counter lightning becase we haven't countered fire.  We've countered several enemy spells, such as mists and bug swarms, and are working on anti-magic to counter their trap casters.

Nuke tells me that SoA must be revised because we need an assassination weapon.  A bow is also a useful assassination weapon, and we specifically have a spell that makes bows better assassination weapons, in Lucky Strike.

If you won't vote for something I'm proposing because it's me proposing it, just say it and I'll stop wasting your time.  If you'd like to see something, like it being a spell or flashy or something, I can work with that, but I'm always going to be myself.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 06, 2017, 09:13:18 am
Hey, woah, calm down. I ain't got no problem with you personally.

Our enemies (which is to say, the Arstotzkans, not each other) needed to spend a design/revision on developing snipers. Prior to that, even their archers -who are superior to ours- could not reliably take out our mages/commanders. From this I infer that our own archers would not be capable of specifically taking out high value targets without special training.
Title: Re: Wands Race - [Moskurg]
Post by: ATHATH on April 06, 2017, 04:16:49 pm
I'm changing my vote (or declaring it, if I haven't already voted this turn) to bodkin arrows and stopping the pointless assaults on the mountains.

@EvictedSaint: Any opinion on my Detect Thoughts wand-related ideas?
Title: Re: Wands Race - [Moskurg]
Post by: ATHATH on April 06, 2017, 04:20:30 pm
I don't think that the problem with Spear of Allah is the ability of the lightning to find its targets- it's that it doesn't like being commanded.
As a pious Moskurger, I obviously believe that the storm is a manifestation of Allah, and we can do nothing with it without his blessing.
As a 21st century atheist, I think lightning doesn't actually care, and the lack of accuracy is caused by a failure on our part to properly guide it to its destination. What we need is to pre-ionise the air between the clouds and the target, which we should be able to do with some simple magic.

Quote
Just wondering, did you post this before or afters reading my spell ideas?
I've been suggesting improved targeting for SoA for a while. I was just posting from my phone, so I didn't respond to your ideas. Let me do so now:

Avatars: By using a Detect Thought wand to achieve a direct mental link to Allah, a mage can completely surrender his mind to His will, effectively becoming possessed by Him. In addition to, y'know, having physical avatars of our god walking around on the battlefield, Avatars will be able to greatly improve long-range communication- since Allah is one being, what one Avatar knows, all of them do. Hence, one can tell important information to an Avatar on one side of the continent and have another Avatar relay the information to commanders on the other side.
That sounds hella heretical. Plus, I'm not sure it would work. Allah is in all things already. Mankind is already an (imperfect) reflection of His being. In a sense, we already are physical avatars of Allah.
That being said, it's worth looking into. It may not have the exact effects you're looking for, but Divine Magic could be an interesting path to go down.

Quote
Improved Divine Spellcasting: Due to Detect Thoughts wands enabling us to obtain a better understanding of Allah (and the divine in general), all divinity/divine-related projects and spells have their costs reduced by one when used/created/cast/whatever by a bearer of a Detect Thoughts wand (that isn't currently using it on non-Allah beings (or his angels, I suppose), of course).
Hella heretical still, but if there is some sort of divine energy we can tap into to enhance spellcasting, that would be useful (I imagine that, for balance reasons, said 'divine' energy would be non-denominational, so that Arstotzkans could also use it. Our religion actually being literally true would be somewhat OP, I feel)

Quote
Improved Spear of Allah: Instead of commanding lightning to do our bidding, our mages will use Detect Thoughts wands to implant suggestions in the "minds" of storms and lightning. In addition to greatly reducing the risk of our own mages being fried (because the storm will 'think" that it came up with the idea to strike that guy over there with lightning itself), this could be used to cause a storm to autonomously go to places/do things that we desire (i.e. plant a suggestion to "fly over to Screwedville and fry anybody there who is wearing a suit, then do the same in Doomedland, etc. etc. (worded in a less demanding and more "natural" way, of course)).
The primary problem with this line of development is that, whether it is possible or not, Detect Thoughts is designed to work on humans. Making it work on divinity, or the 'minds' of natural phenomena, would almost certainly require a design, not a revision. I think a more mundane way of increasing the accuracy of SoA would be easier to pull off.

How about instead of abandoning the mountains, we just decrease the amount of troops we send in these death missions?

Order: Slow the assault: Cut the amount of attacks we attempt in the mountains in half
That'll just guarantee they fail. We'd be throwing them away even more than before. No, it's all or nothing.

We could just redirect them into invading the Tundra.
Not until we have spells or weapons that are specifically designed to help us invade it. At the moment, their home territory advantage is too stronk.

Bodkin Arrows.

Our best weapon is our horse archers with their recurve bows.  Their best weapon is their heavy armor.  Lets make our best weapon, carried on all our troops, effective against their best weapon.

It should be helpful when skirmishing, and it should be helpful in pressed battles.
I mean, yeah, we definitely should revise our arrows to be armour-piercing at some point. But the potential of SoA to take out commanders and mages, whilst also improving our offence against heavily-armoured troops (especially if we make it cheaper) tips it in SoA's favour for me.
If we had two revisions, I'd do both.
Why is it heretical to try to get closer to/better obey the will of one's god?

And, considering that this is a fantasy setting, I wouldn't be surprised if Moskurg's god is real in-setting, although he would almost definitely exist alongside other deities.
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on April 06, 2017, 06:26:18 pm
That's not- Detect Thoughts doesn't allow for any of those things. Assuming that Allah was somehow within range,  connecting to a Divine Being of such Grace would most certainly destroy whatever magi made the attempt. Also our Wand of Heroism already covers that mechanical aspect.

Detect Thoughts works on Human subjects only at the moment, even if the Storm has a mind it would take quite a few attempts to get it to work through that route.

Bodkin Arrows are a good idea, but ISoA has been waiting in the wind for too long already, plus it'll be more useful on the Seas than arrows will be. Plus the Expense Credit will be more able to be used on it, if we're able to get the arrows to Normal Cost.

_______

So, it's going to be a National Effort. Do we want to commit to this and have it be the focus of our next turn or do we want to explore something else? Research being an option is encouraging, so a Wizard Academy/Research Laboratory might be something if we wanted to improve the reliability of future research. I'm still of the mind that we should give Terramancy a shot, but that's for next year to debate about.

Quote
Revision
ISoA: SMMI, Kash, NUKE
Bodkin Arrows: Devastator, ATHATH

Order
Surrender Mountains: a bunch of folks, SMMI
Halve Forces on Mountains: S34N1C

I think we should decide on a revision and get the results of it before committing to an Expense Credit decision. Honestly, if we could save the Expense Credit for a rainy day, I'd like to do that and am asking after our ability to do that.
Title: Re: Wands Race - [Moskurg]
Post by: ATHATH on April 06, 2017, 06:34:43 pm
Actually, can we use the expense credit on the anti-magic thing?
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on April 06, 2017, 06:44:30 pm
Anti Magic is only a Hypothesis at the moment, we got a quote about the expected cost of it. Honestly, it's an area denial magic rather than a target specific like we were hoping for, so it would work best as an ambush tool for when we know we have a martial advantage over our enemies.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on April 06, 2017, 09:15:43 pm
So, hey, new voter here whom just found this, and is therefor of course rejoining the glorious country of Moskurg, and I want to make a suggestion for something we can do in the future. You all remember how our Teletalk used to drive our mages insane, and how the link between minds version kept copying the thoughts of everyone linked to it? If used right, those could be perks instead of flaws. All we have to do is switch from mind reading to thought broadcasting, make sure the safeties only effect the caster and not the target, and then we can get started on driving the enemy officers totally nuts.

Anyway, here is my vote.

Vote to Improve SoA.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 06, 2017, 10:45:56 pm
I dunno if anyone here was reading the main thread, but there was some argument over the interpretation of the rules for territory bonuses.  Feel free to read it if you want, but the main take away is "territories will provide a bonus to solid -1 to the overall expense for newly researched techs that relate to them, as they did before."
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 06, 2017, 10:47:25 pm
Hey, woah, calm down. I ain't got no problem with you personally.

Our enemies (which is to say, the Arstotzkans, not each other) needed to spend a design/revision on developing snipers. Prior to that, even their archers -who are superior to ours- could not reliably take out our mages/commanders. From this I infer that our own archers would not be capable of specifically taking out high value targets without special training.

Lucky Strike.  Lucky strike?  Lucky Strike.  Lucky Strike, lucky strike, lucky strike, lucky strike.

Our bows can do assassinations well because we have a spell that allows them to do so.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on April 07, 2017, 05:13:25 am
I think, with Lucky Strike, the issue is less 'hitting them' and more 'getting in range to shoot them in the first place'.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 07, 2017, 05:39:55 am
Hey, woah, calm down. I ain't got no problem with you personally.

Our enemies (which is to say, the Arstotzkans, not each other) needed to spend a design/revision on developing snipers. Prior to that, even their archers -who are superior to ours- could not reliably take out our mages/commanders. From this I infer that our own archers would not be capable of specifically taking out high value targets without special training.

Lucky Strike.  Lucky strike?  Lucky Strike.  Lucky Strike, lucky strike, lucky strike, lucky strike.

Our bows can do assassinations well because we have a spell that allows them to do so.
Lucky Strike has not been mentioned enabling snipers in the past. I mean, I can ask, but I'm pretty sure the answer is no:

evictedSaint: Does Lucky Strike allow our archers to reliably take out enemy leadership, or would we need to dedicate an action to developing snipers to do so?
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on April 07, 2017, 07:43:48 am
I just had an epiphany.

Why don't we use lucky shot on the mages casting SoA
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 07, 2017, 10:09:29 am
Lucky Strike is currently providing a bonus to your archers chance to hit.  Developing an anti-commander assassin group would require a Design Phase to do.
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on April 07, 2017, 10:28:03 am
Would it take a revision for Lucky Strike to apply to spells as well?
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 07, 2017, 10:52:53 am
You can attempt to do so.  Designs are generally for developing new things, where revisions fix problems with existing spells.  Ambituous revisions take penalties the same way designs do.
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on April 07, 2017, 11:03:20 am
Fair. S34N1C, mind making a bolded vote on things as I think you haven't done that yet? If not, no problem.

Quote
Revision
ISoA: SMMI, Kash, NUKE, Happery
Bodkin Arrows: Devastator, ATHATH

Order
Surrender Mountains: a bunch of folks, SMMI
Halve Forces on Mountains: S34N1C

Also, the possibility of saving the Expense Credit for another day wasn't addressed.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 07, 2017, 11:51:53 am
Revision: Spear of Allah [1!]
We...may have made a mistake.

It seemed like a good idea at the time.  Lightning strikes seem random, and don't always hit where we direct.  By incorporating the Lucky Strike spell into the fabric of magic that makes up the Spear, it should hit where we direct it.

Well.  In theory, anyways.

In reality, lightning doesn't like being corralled against its will.  Without fail, every iteration of the spell results in the casting mage being struck rather than the target.  The sands outside the palace are marred with glassy black spots of failed attempts, and once again those that survive refuse to cast it.  Our design team reluctantly admits that Lucky Strike wont work on the Spear - maybe some other method will, but for now all it manages to do is draw the ire of the storm.

What to spend the Expense Credit on?
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 07, 2017, 11:56:02 am
Oh fiddlesticks.

I vote for saving the Expense Credit. I'd rather use it next year on our anti-magic.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on April 07, 2017, 12:13:49 pm
We have an expense credit? Where did that come from?

But yeah, let's hold in to it.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 07, 2017, 12:16:00 pm
Eager for the war to finally reach its conclusion, the Sultan has offered to dip into his private treasury to give us an extra Expense Credit this year.
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on April 07, 2017, 01:20:11 pm
Well, since we apparently can't use our expense credit on ships, I say we either save it, or use it on storm strike. Given the choices, I say we save it
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 07, 2017, 01:25:39 pm
You can use the expense credits on ships.  You can also use it on armor.
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on April 07, 2017, 01:29:19 pm
Oh.

Well in that case I vote to use it on our ships. Maval supremacy, here we come!
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on April 07, 2017, 01:54:32 pm
I think we're doing fine for naval warfare. They haven't done a single thing to improve their ships and we spent an turn making nautical wizards.
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on April 07, 2017, 01:57:35 pm
Exactly. They haven't done anything to improve their ships. If we do this, I almost guarantee we take the seas within two years
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on April 07, 2017, 06:16:22 pm
Let's hold the Expensive Credit Back.

Using it on the ships is somewhat tempting, but I'd prefer to do more naval research next turn and then do it if we want naval dominance.
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on April 07, 2017, 09:53:09 pm
They have their Hero Mage in the seas right now, so boosting ships won't help as much as you might think.
Title: Re: Wands Race - [Moskurg]
Post by: ATHATH on April 07, 2017, 11:10:48 pm
Hold the credit back for now.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 08, 2017, 01:28:00 pm
Order: Withhold Expense Credit.

Order: Concede the mountains to the Arstotzkans.  Redirect troops to the jungle.

Order: al-Mutriqa to the jungles.

Anything else I'm missing before I do the combat phase?
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 08, 2017, 02:35:33 pm
I think that's everything.

Let the Arstotzkans tremble before our newly developed... oh, wait, we didn't develop anything this turn.
Oh well, I'm sure it'll be fine. Next year, though! Battlefield anti-magic! They won't know what hit them!
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 08, 2017, 04:50:25 pm
Moskurg soldiers will never admit it, but they are secretly relieved at the decision to pull back from the mountains.  Arstotzkan castles loom high on the peaks, but for once no arrows rain down from them.  High above, tiny red soldiers shuffle about and a tall, ivory tower slowly joins the stoneworks.

No battles occur in the mountains.

Likewise, the plains finally go a year without bloodshed.  Moskurg forts dot the border that separate the plains from the tangia, but for once no arrows rain down from their parapets.  The skies remain clear, and all storms that blow across the land are completely natural in nature.

No battles occur in the plains.

The relative quiet is made up for in the jungle.  Both sides engage in viscous skirmishes, assaulting one another in the dark and rain.  Arstotzka has a single successful skirmish, but we seem to have more luck at home as we are in the heat. Our apprentices still have no trouble inducing zen in their guards at night, but our attempt to gain their battle plans for the next day were foiled as the alarm was raised by a loud, girly scream that night.  The next attempt was equally fruitless, but after that we resorted to opening holes for ambushes instead.  It weakened their troops, but we can't get into their commanders minds any more. 

Our Commanders sincerely hope that whatever super weapon the design team is coming up with will be worth going a year without any new toys to level the playing field - battles in the jungle have become more even as a result of the shifting power, and the viscous fighting never seems to result in a clear winner.   Arstotzkan heavy calvary is now plentiful enough for frequent use, and they make an appearance in the jungle.  They aren't as agile as Moskurg horses, but when they hit they do so with devastating effect.  Their effect isn't as pronounced in the jungle as they would be in the plains, but they do make a significant difference.  The bulk of troops we've brought up into the territory certainly help, but we just...need something to help make that last, final push.  The jungle is almost ours, but we just. Can't. Secure it.

Neither side gains ground in the jungle.

There is some shock among our men as Arstotzka comes marching down the mountains this year, soiling our sacred sands with their dirty boots.  The unexpected push results in some lack-luster performance by our skirmishers, but our zealous troops push the invaders out with two quick, successful battles.  Their tower of Frost looming in the mountains chills the surrounding area so their men don't cook in their steel suits, but the shifting sands make travel difficult for them and their heavy horsemen.  They flee back to their rocks before we can inflict lasting damages, but now they know the dedication our men will show to holding their homes.

Moskurg repels Arstotzka from the desert.

Equally shocking is the lack of ships on the eastern seas.  Arstotzka completely pulls out of the theater, and we take two more sections of coastline and cement our control of the area.

The mystery of where their ships went is solved promptly.  The ocean is filled with Arstotzkan boats on the west coast.  Our ships keep their distance, frustrating Arstotzkan boarders.  They run us out of two battles, but we surprise them by ramming one of their ships and sending it to the depths in a surprise assault.  It's the only win we have and the only concrete loss either side experiences in the area, but there's so many of them it hardly makes a difference.

Neither side makes coastal gains in the jungle.  Moskurg cements control of the Eastern Sea.

Our biggest problem seems to be both our difficulty gain prisoners during a route and our tendency to freely give back them back when we do.  It's impossible to gain ground when their ranks swell back to full strength after each and every fruitless battle.  Returning troops wouldn't be such a big deal if we could get more of them during each route, but at the moment both sides are fighting at full capacity - and have been for the past few years.


It is 921, the Design Phase.

Spoiler: State of Forenia, 921 (click to show/hide)
Spoiler: Moskurger Equipment (click to show/hide)
Spoiler: Moskurger Spells (click to show/hide)
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on April 08, 2017, 05:18:14 pm
Mindwashing: by Exposing Arstotzkan troops to Foreign Thoughts in a similar manner to our Zen mindreading (only we aren't quieting them specifically) Repeatedly, we shall Program their troops to Respond Traitorously when Exposed to Specific Code words, Examples being "Arstotzkan Commanders Have no Souls" and "For the Blood of Moskurg Is STRONGER".

Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 08, 2017, 05:21:11 pm
Fools! Fools, I tells you. By conceding the eastern seas, they open up their home waters to assault! Let no ship flying the Arstotzkan flag travel unharassed.

Anyway, time for some counterspells. Though let's not get too ambitious. My vote is for

Tubikh Rrahim (AKA Merciful Rebuke, AKA Weaken Magic): After a wizard has spent a month in solitary confinement, studying the sacred texts, and meditating on the nature of magic, he is finally ready to perform this holiest of spells. Invoking nine names of the most merciful god, blasphemous magics are weakened in the targeted area. As the sacred light descends upon them, enemy mages will find their fireballs weak and feeble, their summoned weapons dull and brittle, their mists sparse and translucent.
Tubikh Rrahim is expected to be Very Expensive, and reduce the effectiveness of most enemy spells. It may also weaken our own, but hopefully we can target areas with sufficient accuracy that our own mages are not unduly affected.



In other news, it's a damn good thing we didn't invade the mountains. By the sounds of things, they've set up their frost tower (which is clearly a National Effort) in the mountains this year. I dread to think what the mountains would be like if they were even colder than usual.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on April 08, 2017, 05:51:02 pm
I approve of anti-magic, but allow me to offer an alternative;:

Anti magic amulet - A holy symbol,  blessed and anointed by an imam before being enchanted using our knowledge of the Holy Scripture. This item will counter any spell targeted at or near the bearer. This will probably apply to our own magic too, but that's something we can fix later.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 08, 2017, 05:55:28 pm
In other news, it's a damn good thing we didn't invade the mountains. By the sounds of things, they've set up their frost tower (which is clearly a National Effort) in the mountains this year. I dread to think what the mountains would be like if they were even colder than usual.

Actually, that was them preparing to assault the Desert by setting up the tower as close as they could.  I suppose I didn't make that very clear.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 08, 2017, 06:21:12 pm
Make the anti-magic so it eliminates carried magical gear as well, given that we don't have any and they have lots.  Then we can charge into the melee and watch the enemy weapons vanish.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 09, 2017, 03:01:48 am
Make the anti-magic so it eliminates carried magical gear as well, given that we don't have any and they have lots.  Then we can charge into the melee and watch the enemy weapons vanish.
That was my thinking with Weaken Magic; we don't need to completely dispel their magicrystal for it to be useless, just make it weaker than mundane materials.
Title: Re: Wands Race - [Moskurg]
Post by: ATHATH on April 09, 2017, 03:20:57 am
Fools! Fools, I tells you. By conceding the eastern seas, they open up their home waters to assault! Let no ship flying the Arstotzkan flag travel unharassed.

Anyway, time for some counterspells. Though let's not get too ambitious. My vote is for

Tubikh Rrahim (AKA Merciful Rebuke, AKA Weaken Magic): After a wizard has spent a month in solitary confinement, studying the sacred texts, and meditating on the nature of magic, he is finally ready to perform this holiest of spells. Invoking nine names of the most merciful god, blasphemous magics are weakened in the targeted area. As the sacred light descends upon them, enemy mages will find their fireballs weak and feeble, their summoned weapons dull and brittle, their mists sparse and translucent.
Tubikh Rrahim is expected to be Very Expensive, and reduce the effectiveness of most enemy spells. It may also weaken our own, but hopefully we can target areas with sufficient accuracy that our own mages are not unduly affected.



In other news, it's a damn good thing we didn't invade the mountains. By the sounds of things, they've set up their frost tower (which is clearly a National Effort) in the mountains this year. I dread to think what the mountains would be like if they were even colder than usual.
+1

If this goes well, spending our expense credit on it could win us the war.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 09, 2017, 11:31:07 am
I approve of anti-magic, but allow me to offer an alternative;:

Anti magic amulet - A holy symbol,  blessed and anointed by an imam before being enchanted using our knowledge of the Holy Scripture. This item will counter any spell targeted at or near the bearer. This will probably apply to our own magic too, but that's something we can fix later.
I have several concerns:
-Few of the enemy spells actually target our troops directly. Even fireballs, cast at a distance, might not be dispelled by this.
  -One particular kind of spell we would like to counter is their magic weapons (crystal axes and lances), which requires our anti-magic targeting them, not us.
-I fear completely countering a spell may be too ambitious, hence why I'd prefer to just weaken magic.
-We have no experience enchanting items. We can make wands, which mages then cast with, but I don't think we have the knowledge to make items that 'cast themselves', as it were.
-Our baseline cost for anti-magic is a National Effort. For these amulets to be effective, we'd want them to be Expensive at most.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on April 09, 2017, 01:31:59 pm
My intention with the charm is mainly to give bearers resistance to fireballs by having the magical heat dissipate in their vicinity. Your points regarding crystal weapons is valid though.  I also see your concern with the enchantment issue, but I don't think the step from "item that lets you cast a spell" is that far from "item that maintains a previously cast spell".
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on April 09, 2017, 02:52:46 pm
Nuke's plan has my vote
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 09, 2017, 02:56:20 pm
We do have the bonus due to spending two actions on it, and we have the expense chit if it comes out too expensive.  Lets go for a bit of a bigger solution.  Especially if it ends up being a national effort or very expensive.  Having something that doesn't do much means we've blown two design phases.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on April 09, 2017, 04:19:01 pm
+1 for Tubikh Rrahim.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 10, 2017, 09:36:07 am
Design: Tubikh Rrahim [2, 6!+1, 2]

Magic is tied to the divine.  This much is obvious from the very nature of the magic; miracles wrought on earth through Allah's blessing, used by the righteous to strike down the wicked.  The Arstotzkans have perverted this gift from God, and it is our duty to stop it.

Tubikh Rrahim is our solution.

Imams carefully select the most pious of our mages for this process and prepare them for the spell.  Since piety isn't restricted by experience, it's not uncommon for apprentices to be selected.  It is a great honor and ceremony for those blessed with Allah's will.  After a period of solitude, prayer, and reflection, these individuals are ready to cast.

The spell is every bit as absolute as we could have hoped.  Magic fizzles in the area so long as the mage holds the spell, which they can do for up to a day at a time.  It is the absolute iron fist of Allah, binding all magic in his merciful hand.

Unfortunately, this means our own mages are unable to cast as well.  The spell requires an hour of preparation before casting, and doesn't dispell existing enchantments.  Even worse, the spell consumes those who cast it - though they are physically unaffected, they can never use magic again.  Still, this is a powerful weapon that clearly demonstrates that the will of Allah is with us. [Against all odds, Normal Cost.]
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 10, 2017, 09:52:24 am
How large is the area of effect, roughly? Can a mage standing behind our lines prevent mages standing behind their lines from casting fireballs?
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 10, 2017, 09:54:19 am
It shuts down magic for an entire theatre. It negates magic in an area big enough to cover a skirmish.  Since it is a spell and mages who use it are no longer able to cast, it can only be used once by whoever we teach it to.

al-Mutriqa knows this spell, but will not use it without grave, extreme reason.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 10, 2017, 10:29:05 am
An entire theatre?
...uh, wow. I guess tapping into Divine Energy was a good idea after all.
An entire theatre. With a normal cost spell. That's insane.

...but is it usable? Does our magic provide a bigger benefit than theirs?

Spoiler: Our Magic (click to show/hide)

Spoiler: Their magic (click to show/hide)
I think that our magic is actually more useful than theirs. In its current OP form, we shouldn't use Tubikh Rrahim. I wonder if we could revise it to be as focused as we want it to be with a single revision.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on April 10, 2017, 12:52:10 pm
Glory for Moskur. You said we must learn to beat their magic weapons. ..
how about aiming  mindwash at them or something like peace of allah that turns enemies into pacifists.
That would nullify magic weapons.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 10, 2017, 01:00:58 pm
Er, sorry - looking back a theatre is too large of an area.  It's reduced to the size of a skirmish to maintain balance.

The biggest issue is that it completely burns out the mages who ise it, followed by negating friendly magic, followed by not dispelling existing enchantments.
Title: Re: Wands Race - [Moskurg]
Post by: ATHATH on April 10, 2017, 01:08:51 pm
If we use an expense credit to lower its cost to cheap, can ordinary soldiers cast it?
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 10, 2017, 01:18:16 pm
No. 
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 10, 2017, 01:28:53 pm
Er, sorry - looking back a theatre is too large of an area.  It's reduced to the size of a skirmish to maintain balance.
That makes more sense.
Ironically, reducing the strength makes it more useful.

If we use an expense credit to lower its cost to cheap, can ordinary soldiers cast it?
I don't think it works like that. That wouldn't make any sense.

Alright, so, given the weaker Tubikh Rrahim, it can be used in a useful fashion in certain areas. I think it's actually good enough that we can revise something else- even though the number of uses is limited by our supply of mages... if that turns out to be a problem, we can use the plains population bonus (finally) to create mass-enrolment in magic schooling to provide the hundreds of apprentices per year that we need.

So, we should revise some more mundane weaponry. I believe someone mentioned the idea of bodkin arrows in passing?

Armour-Piercing Bodkin Arrows: Where a conventional arrowhead is wide, in order to do maximum damage to its target, these arrows are tipped with small, thin, extra-pointy arrowheads, to maximise the amount of force applied to one area. They are also made of hardened steel, though the smaller size should mean the cost is not an issue.
These could reliably pierce plate armour at close range, and have a chance of doing so at medium range, giving our (horse) archers a decisive leg-up against Arstotzka's heavy infantry.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on April 10, 2017, 02:06:18 pm
I'd prefer the revision of Selective Tubikh Rrahin to allow our magic.

Bodkins aren't a bad option either though.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on April 10, 2017, 04:31:16 pm
If the problem is a lack of mages, we should use our experience with mind magic to try to design teaching spells.

Anyway, I'll vote to revise Tubikh Rrahin to not burn out our mages.
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on April 10, 2017, 08:58:04 pm
I'm gonna go with the bodkin arrows
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 10, 2017, 10:44:42 pm
Revise: Bodkin Arrows

Mostly because I think we can fix the biggest problem with the antimagic with an order.

Order: Train more faithful to cast Tubikh Rrahin, to save our mages.  Or train more apprentices.  Use the extra pop from plains.

Those who cast the spell live, and can continue on with their lives after doing so, wether as soldiers or whatever.  This should be an acceptable stopgap, as we are hardly asking people to commit suicide.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 10, 2017, 10:45:24 pm
revise Tubikh Rrahin to not burn out our mages. Because Bodkins ain't gonna do shit to plate mail.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 10, 2017, 10:47:11 pm
I thought they had crappy plate due to being several hundred years early for that.  If they had good plate, there's tons of historical debate about that, but certainly enough so that a good roll will work and a bad roll will work less well.

Also:
Revision: Spear of Allah [1!]
We...may have made a mistake.

In reality, lightning doesn't like being corralled against its will.  Without fail, every iteration of the spell results in the casting mage being struck rather than the target.

As is,  It's not useful at all.  Unless..

Orders: Leak the formula for the revised Spear of Allah to Arstoskans.  Try to rig it so it seems as a national effort, so their chief mage has to cast it.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 10, 2017, 11:39:52 pm
I thought they had crappy plate due to being several hundred years early for that.

They have the armor of +2.  Justify that however you'd like - it really doesn't matter mechanics-wise.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 10, 2017, 11:56:53 pm
If it's actual magic, then I'd go with revising the antimagic charms instead, to get a shot at dispelling them.

If it isn't, then go with the bodkin arrows, as we still should get a roll to see if we can help with that.

I think it's been around for enough years that we should be able to know if that's the case.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 11, 2017, 02:44:08 am
Because Bodkins ain't gonna do shit to plate mail.
There is some debate as to whether bodkin arrows could pierce platemail, but there is certainly some evidence that they could, especially if made of the right materials. And as mentioned, their platemail is presumably not of the highest quality ever.

They have the armor of +2.  Justify that however you'd like - it really doesn't matter mechanics-wise.
...right. So my thinking is bodkin arrows could reduce that to +1, basically.

Orders: Leak the formula for the revised Spear of Allah to Arstoskans.  Try to rig it so it seems as a national effort, so their chief mage has to cast it.
Then they'd be just a single revision away from making a fixed version of their own. No, we shouldn't deliberately give away our secrets. -1

Quote
revise Tubikh Rrahin to not burn out our mages.
Hmm. I was thinking since its only apprentices we're using, this isn't that big of a problem. But thinking about it some more, we'd probably want to use it several times per theatre per day, which over the course of a year would add up to hundreds. I'm not sure we have that many...
Ah, I guess countering fireballs and caltrops is something we want to be able to do frequently. Fine, +1 to

Tubikh Rrahim - Non-burnout edition: Careful research reveals to us that the reason Tubikh Rrahim prevents our mages from ever casting again is that the spell is as much directed within as it is without. By creating a small, simple wand through which to cast the spell, we make it so that the internal anti-magic is fed into the wand, not the caster. This does mean the wand becomes useless after a single use, but they should be cheap enough to make.
We could consider deliberately raising the cost to Expensive in order to increase this revision's chance of success.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on April 11, 2017, 03:02:47 am
Then they'd be just a single revision away from making a fixed version of their own. No, we shouldn't deliberately give away our secrets. -1
This has my support. Don't give away our secrets.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 11, 2017, 03:09:58 am
Can't we try to fix the burnouts with an order?  Casting the spell doesn't hurt people, so if we train rookies just for it it should be fairly easy to do.

Not that I expect to be able to beat the 3-man team of happy, Kashyyk, and Taricus to get a rev through, but so it goes.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on April 11, 2017, 06:51:19 am
I get your point Devastator, but if the burnout was removed then all those rookies could repeatedly cast the spell, instead of only do it once.

However, I still prefer Selective Tubikh Rrahim. Even if we can only cast weak spells that's still weak spells vs nothing.

Quote from: Vote Tally
Tubikh Rrahim (No Burnout) [3] - Happery, NUKE9.13, Taricus
Tubikh Rrahim (Selective) [1] Kashyyk
Bodkin Arrows [1] - Devastator
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on April 11, 2017, 07:51:34 am
If the problem is a lack of mages, we should use our experience with mind magic to try to design teaching spells.

Anyway, I'll vote to revise Tubikh Rrahin to not burn out our mages.
+1 it is important to delve deeper into mind magic and teaching spells can become a boon to our entire army if Applied right
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 11, 2017, 08:13:40 am
How do people feel about upping the cost of Tubikh Rrahim to Expensive to make revision easier?
A reminder that apprentices can still cast Expensive spells, only not so often- and since they can hold it for up to a day, they don't have to cast it that often.
Quote from: First post in core thread
An apprentice can fire off several normal spells and maybe one expensive spell in a fight
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 11, 2017, 08:25:30 am
Well, if we can make it selective the next turn with it being unexpensive we can utterly nullify their magic whilst still having ours.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on April 11, 2017, 04:51:05 pm
Well, if we can make it selective the next turn with it being unexpensive we can utterly nullify their magic whilst still having ours.
As such there's no way we'd actually get that.
Title: Re: Wands Race - [Moskurg]
Post by: ATHATH on April 11, 2017, 06:19:08 pm
+1 to the burnout-less revision.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 11, 2017, 09:09:15 pm
Revision: Tubikh Rrahin [2]

It appears we were mistaken with an earlier assumption while developing Tubikh Rrahin.  Originally it seemed the cost for temporarily ceasing all use of magic in an area was the requirement that the caster be forever barred from casting for the remainder of his days.  After some careful examination of the section of text in the Holy Book concerning "witchery" and "heretical magicks" it became clear this is not the case, but instead the fault of a rather...poor translation.

After modifying the holy prayers our mages go through before casting we're relieved to find that it no longer permanently seals away the divine light that grants them the ability to cast.  After casting, the user must go through a day of rest before he can cast at all, and another period of solitude and holy prayer before he can cast this divine magic again.

The area of effect is still rather small, and it still keeps any user inside the radius from using magic - including our own mages.  It will likely not dispel enchanted items, or spells cast outside of the sphere of influence.  With these flaws in mind, our commanders have asked whether or not they should employ this new spell on the battlefield just yet, or if it'd be more prudent to keep the spell secret until it can be refined further.  If used, it will give us an advantage in certain, specific circumstances, but will reveal to the enemy the nature of our research these past two years without an adequately powerful weapon to show for it.  However, refraining from use will mean we go another year without a new weapon to keep pace with the enemy. 

Should we use the spell this year? 

What to spend the expense credit on?
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on April 11, 2017, 10:13:00 pm
Bleh, a bad roll...

Let's keep it secret another year, spend next year's design on something else, and then the revision on increasing the area of it's effect?
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 11, 2017, 10:44:56 pm
(# of years since Moskurg has fielded something useful = 4)
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 12, 2017, 12:38:44 am
Sorry guys, I'm going to have to do the battle phase tomorrow night.  I'm getting some...really weird results after adding in the results for the design phase.

Due to the way counters work in Iituems game engine, it actually looks like improving a skill the enemy has a counter against will hurt your side.

Obviously, that's not fair to spend a turn improving an asset of your army and be punished for it.  I'll need some more time to go through the code and figure out what would be an appropriate change, but it's late and I'm tired.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 12, 2017, 02:08:03 am
Hmm.
Hmmmmmm.
I would've argued that it could still be effective in its current form, but the lack of dispelling pre-existing spells is a real issue. That and the fact that it isn't remotely selective means that, yeah, unfortunately, we should hold this one in reserve.
Now is the Arstotzkans' turn to wonder WTF we are doing with our turns.

(# of years since Moskurg has fielded something useful = 4)
Has it really been that long?
...hmm, no, we developed Naval Weather Mages three years ago. That was useful.
And the year before that we developed horses and lances.
We've only had two years with absolutely nothing to show for it.
...which still sucks.



For our expense credit, should we consider spending it on our medium armour? Being able to equip all our troops with it wouldn't give as big a bonus as their platemail, but it would still give us a substantial bonus.



Apropos of nothing, I was thinking; a good end to this game might be to cast two world-changing spells; one that permanently dispels all magic forever, and another that moves the entire island continent of Forenia to the south pacific (whilst inverting it at the same time). Making it canonically part of the original Arms Race.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on April 12, 2017, 06:39:28 am
Yeah, we should probably keep it secret.

Regarding the Expense credit though, I think we should spend it on Storm Strike (If that's possible). This will drop it to Expensive, meaning we will in theory be able to cast it with Apprentices. This will then cause Hammer of Allah to be Expensive too, as it's locked to Storm Strike. Thus we can circumvent Spear of Allah's targeting issues by just bombarding everything with lightning.

Quote from: Vote Tally
Keep it Secret?
Yes [3] - Happery, NUKE9.13, Kashyyk
No [-] -

Expense Credit?
Scale Mail [1] - NUKE9.13
Storm Strike [1] - Kashyyk
Save it [-] -
Title: Re: Wands Race - [Moskurg]
Post by: Sosoku234 on April 12, 2017, 07:44:23 am
+1 to keep it secret.

+1 to expense credit on scale mail.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 12, 2017, 12:12:16 pm
I'm with Kashyyk: Spend the expense credit on Storm Strike. No need to worry about sniping if we're just calling down ALL THE THUNDER
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 12, 2017, 12:25:27 pm
Hmm. I guess. It just feels kinda weird to make it cheaper, since we don't need to cast the actual spell Storm Strike more than once a battle. But evictedSaint did say that HoA's cost was tied to it...
:/
Just to confirm, evictedSaint, making Storm Strike cheaper will also make HoA (and SoA) cheaper, right?
If so, I'll go with that, if only to break the tie.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 12, 2017, 12:37:21 pm
Expense level is tied to who can cast it.  Apprentices can do primarily cheap spells, wizards can do primarily Expensive spells, groups of wizards are required for Very Expensive, and al-Mutriqa is the only one who can do National Effort spells.

Lowering Storm Strike to Expensive will also lower HoA and SoA, since it frees up more mages for casting.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 12, 2017, 12:39:19 pm
Okay. I'll vote for using the expense credit on Storm Strike, then, if only to break the tie.

(Weird editing shenanigans happened here)
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 12, 2017, 12:40:21 pm
You ninja'd me before I could finish editing my reply :P

Expense level is tied to who can cast it.  Apprentices can do primarily cheap spells, wizards can do primarily Expensive spells, groups of wizards are required for Very Expensive, and al-Mutriqa is the only one who can do National Effort spells.

Lowering Storm Strike to Expensive will also lower HoA and SoA, since it frees up more mages for casting.
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on April 12, 2017, 12:57:43 pm
+1 to keeping it secret

+1 to storm strike
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 12, 2017, 01:32:43 pm
(# of years since Moskurg has fielded something useful = 4)
Has it really been that long?
...hmm, no, we developed Naval Weather Mages three years ago. That was useful.
And the year before that we developed horses and lances.
We've only had two years with absolutely nothing to show for it.
...which still sucks.

That was counting this year, which would have meant three years of nothing.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 12, 2017, 10:12:57 pm
The enemy's tower looms on the edge of the mountains, it's influence reaching just into our desert sands.  The ominous ivory tower betrays the enemy's intention to make another foray into our homelands.  Our men prepare defenses.

Otherwise, nothing interesting happens in the mountains this year.

No battles occur in the mountains.

A row of Moskurg forts stare silently across at a row of Arstotzkan forts, sitting on both the edge of the plains and tangia respectively.  Our men complain of wet weather, leaky boots, and mediocre rations.  The year goes by quietly.

No battles occur in the plains.

Fireballs streak through undergrowth at soldiers charging through wet, dense undergrowth.  Explosions rock the trees, and enemy longbows rip through leaves with deadly force.  Our men run screaming into battle, hacking and slashing with a wild frenzy as our calvary thunders through the trees into enemy positions.  Arstotzka returns the favor with arrows of their own - far more than what we're used to.  Rain pours, pours, and pours - for the first time in memory, the weather doesn't let up.  For the entire year thunder booms overhead and lightning arcs downward at random.  The jungle is marred with dead, splintered, burning trees from the incessant bolts of plasma that come streaking towards the ground.  Storm Strike is easier to cast now, and we make good use of it.  Our men stay relatively dry, but Arstotzkans are bathed all year long.  The rain makes maintaining equipment difficult for the enemy - steel rusts, boots fill with water, and men sink up to their knees in mud.  The Hammer of Allah smites the enemy with alarming frequency, though the jungle isn't the ideal place for its use.  We succeed in most of our skirmishes, but the more frequent use of enemy fireballs means battles are more or less even.  Our skirmishers have noticed that attempting to read theatre commanders minds results in them raising the alarm, so have instead simply begun lulling enemy guards into a state of zen before charging into enemy positions to wreck havoc.  Enemy caltrops do their job, but we've learned to travel single-file.  This seems to mitigate loses, but it's not great.  By the end of the year, the jungle is filled with blasted trees and corpses.  We outnumber the Arstotzkans here, and that's our only saving grace - that, and our hero wizard al-Mutriqa.  Arstotzka does better in melee's, generally.

The fighting is bloody; both sides lose several companies in the viscous combat.  The bloodiest part comes after the battles, though.

The Arstotzkans decline to ransom back troops who surrender.  Dread fills the stomach of every man who wears the banner of Moskurg.

Neither side gains ground in the jungle.

We have great success in skirmishes prior to battles in the desert.  We hit enemy positions nearly every night, and by the time the battles occur their men are tired and angry.  They win one battle initially and score a good number of prisoners, but the following fights go in our favor.  We push them back to the mountains, stopping just outside of range of archers standing atop their Tower of Frost.  We capture a number of enemy soldiers during the battle, and as usual we disarm them before sending them back to their side.  We wait for the ransom demand for our captured troops from Arstotzka, but none comes.

Up above, at the top of the Tower of Frost, we see them.

They hang every last one of them from the parapets of the Tower.  Myark personally kicks the last soldier from the stony heights.  They hang there for the rest of the year where all can see them.

Moskurg repels Arstotzka from the desert.

The seas are a game of cat-and-mouse.  We threaten their ports whenever we sail, but are forced to flee whenever Arstotzkans threaten boarding or ramming action.  Battles are all fleeting skirmishes with no clear winner.

Neither side makes coastal gains in the Western Sea.



It is 922, the Design Phase.

Spoiler: State of Forenia, 922 (click to show/hide)
Spoiler: Moskurger Equipment (click to show/hide)
Spoiler: Moskurger Spells (click to show/hide)
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on April 12, 2017, 11:03:37 pm
I think it's time we develop large shields so we can assault the mountains without getting turned into pincushions  by their arrows
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 12, 2017, 11:10:15 pm
Spoiler (click to show/hide)
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 12, 2017, 11:12:06 pm
O.O Is that from Arstotzka's thread?
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 12, 2017, 11:13:31 pm
I was dealing with some whining, yes.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 12, 2017, 11:16:13 pm
Oh by allah that is hilarious :D
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on April 12, 2017, 11:40:56 pm
"Wah, the plate armor we invented 3 centuries early doesn't make us invincible"
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 12, 2017, 11:42:31 pm
The dung mines are real. Not salt because salt is actually worth something in this time period.
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on April 12, 2017, 11:45:54 pm
Haha got em
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on April 13, 2017, 01:26:19 am
Improved Tubikh Rrahim - Using our design action,  we shall attempt the following in order of priority:
Title: Re: Wands Race - [Moskurg]
Post by: ATHATH on April 13, 2017, 01:34:37 am
Improved Tubikh Rrahim - Using our design action,  we shall attempt the following in order of priority:
  • Selectivity
  • Counter pre existing spells
  • Increased Area of Effect
  • Targeting the area somewhere other than centred on our caster
+1
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 13, 2017, 02:50:33 am
Improved Tubikh Rrahim - Using our design action,  we shall attempt the following in order of priority:
  • Selectivity
  • Counter pre existing spells
  • Increased Area of Effect
  • Targeting the area somewhere other than centred on our caster
Aye. Sounds good. Personally I would reverse the order of the first two items, but unless we roll poorly we should manage to get both. +1

EDIT: Actually, no. Selectivity might be pretty hard to get. We should definitely reverse the order of the first two items.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 13, 2017, 03:41:39 am
I don't think selectivity is important due to not having spells that we cast in melee.  Our cheap lightning (great idea, btw), is not castable in melee due to it's indiscriminate nature.  (We soften them up a lot before the clash begins.)  Our other spells are all used outside of melee, when we don't need our antimagic for protection, and can work before the day of the melee.

As is, I'll vote with Nuke's idea, putting countering pre-existing spells first, and selectivity second.  (It'll still be quite useful in the future, even if it isn't right now.)

Whatever we do, our revision should be for something non-magical, as I'm expecting them to duplicate our antimagic pretty quick.  Improved armor, maybe?  Their AP weapons are magical in nature, and if we've got better armor for our common troops, it should help us some more.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on April 13, 2017, 06:50:12 am
We could revise our scale to be cheaper maybe?
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 13, 2017, 06:57:42 am
AP weapons matter little if we don't have armour. That being said, we do need more AP weapons that don't rely on a charge.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 13, 2017, 07:04:07 am
AP weapons matter little if we don't have armour. That being said, we do need more AP weapons that don't rely on a charge.

/me nods.

Lets make some then, if we knock out their AP weapons.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on April 13, 2017, 02:40:26 pm
As is, I'll vote with Nuke's idea, putting countering pre-existing spells first, and selectivity second.  (It'll still be quite useful in the future, even if it isn't right now.)
This has my +1.
Title: Re: Wands Race - [Moskurg]
Post by: ATHATH on April 13, 2017, 05:05:22 pm
As is, I'll vote with Nuke's idea, putting countering pre-existing spells first, and selectivity second.  (It'll still be quite useful in the future, even if it isn't right now.)
This has my +1.
Changing my vote from the original revision idea to this.
Title: Re: Wands Race - [Moskurg]
Post by: ATHATH on April 13, 2017, 05:08:24 pm
Hey(,) guys, do you mind if I bluff in the main thread about having secretly created a splinter faction that can carry out my ultimatum (regardless of what you guys want)? I figure that it might work, seeing as I tend to do that sort of thing in other games.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 13, 2017, 05:29:58 pm
Hey(,) guys, do you mind if I bluff in the main thread about having secretly created a splinter faction that can carry out my ultimatum (regardless of what you guys want)? I figure that it might work, seeing as I tend to do that sort of thing in other games.
What on earth do you hope to accomplish by that sort of ridiculous claim?
If we had a superweapon we would be using it. No one is going to believe for a single second that you are capable of fulfilling your threats.
Title: Re: Wands Race - [Moskurg]
Post by: ATHATH on April 13, 2017, 05:39:35 pm
Hey(,) guys, do you mind if I bluff in the main thread about having secretly created a splinter faction that can carry out my ultimatum (regardless of what you guys want)? I figure that it might work, seeing as I tend to do that sort of thing in other games.
What on earth do you hope to accomplish by that sort of ridiculous claim?
If we had a superweapon we would be using it. No one is going to believe for a single second that you are capable of fulfilling your threats.
It's not that ridiculous. All I'd need would be a dozen or so anti-Arstotskan fanatical wizards on my side (which shouldn't be too hard to find, considering that Arstotska just committed unprovoked mass-murder on thousands of Moskurgians).

And as for what it would accomplish? The saving of numerous Moskurgian lives.

We've had this superweapon for quite a while now. The only thing that's been stopping us from using it is our Chivalry policy (because of the massive number of civilian deaths/civilian property destruction that it would cause). Since I'm pretending to be a radicalist, I can (mostly) ignore that policy.

Finally, if I play my cards right, I can doctor up a few pms from evictedSaint to support my story.

Can I "quote" your pm and alter its contents to suit my purposes? It would help my bluffing a lot.
You may do or say anything you like, but if questioned I will answer honestly.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 13, 2017, 05:48:16 pm
We've had this superweapon for quite a while now. The only thing that's been stopping us from using it is our Chivalry policy (because of the massive number of civilian deaths/civilian property destruction that it would cause). Since I'm pretending to be a radicalist, I can (mostly) ignore that policy.
What superweapon? What are you talking about? Is this that thing about Storm Strike? Because that just makes it rain a lot. I am given to understand that it rains a lot in Arstotzka without magical assistance.

Quote
Finally, if I play my cards right, I can doctor up a few pms from evictedSaint to support my story.
Dude no. No. Why would you even consider that. Fictional mass murder is one thing, literally pretending the GM said something they didn't is a whole different ball game.
Title: Re: Wands Race - [Moskurg]
Post by: ATHATH on April 13, 2017, 05:54:26 pm
We've had this superweapon for quite a while now. The only thing that's been stopping us from using it is our Chivalry policy (because of the massive number of civilian deaths/civilian property destruction that it would cause). Since I'm pretending to be a radicalist, I can (mostly) ignore that policy.
What superweapon? What are you talking about? Is this that thing about Storm Strike? Because that just makes it rain a lot. I am given to understand that it rains a lot in Arstotzka without magical assistance.
I'm talking about this thing:
Something that I cooked up for the order phase:

Order: The Manhattan Project:

Small groups of mages infiltrate/immigrate into Arstotska's capital and the cities that hold their largest plate mail producing facilities. They hide in secluded buildings at the edges of each of these towns, then cast Storm Strike. This will decimate Arstotskan infrastructure, potentially kill many of their leaders, and destroy vast amounts of that accursed plate mail (which is assumedly being stockpiled in these cities). We will then release a press-conference (or whatever the medieval-equivalent of that is) that states the the people who destroyed those cities were not ordered to do so and thus are terrorists who must be killed or captured on-sight (thus upholding our "chivalry" image). The infiltrating mages will be told about our plans to do this before the mission, but will be given adequate lodgings and resources in a hidden location. We will also send humanitarian aid to the affected cities. Some of this "aid" will be spies that can then take this opportunity to establish a nice spy network in Arstotska.

Can we get GM clarification on whether or not Storm Strike can create hurricanes?

Quote
Finally, if I play my cards right, I can doctor up a few pms from evictedSaint to support my story.
Dude no. No. Why would you even consider that. Fictional mass murder is one thing, literally pretending the GM said something they didn't is a whole different ball game.
That's why I asked him first.

But yeah, that might cross the line a little bit (and draw some more favoritism hate towards evictedSaint). I'll scrap that idea.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 13, 2017, 06:06:13 pm
Storm Strike generates storms of the same intensity as your average thunder storm.  It would probably need more work to get it to tropical storm or hurricane level.
Title: Re: Wands Race - [Moskurg]
Post by: Sosoku234 on April 13, 2017, 06:42:59 pm
Well, we could use a revision to try to make it hurricane level. Then we'd have a real threat.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 14, 2017, 02:00:32 am
Well, we could use a revision to try to make it hurricane level. Then we'd have a real threat.
Right. Except our goal is not to perform terrorist attacks, our goal is to win a war. And a hurricane-level storm would hurt both sides equally.
If espionage was a thing in this game, maybe we could consider sabotaging the Arstotzkans by modifying the weather in their homeland. But (so far) it isn't.



Quote from: Votes
Improved Tubikh Rrahim
  -Selectivity First:  Kashyyk (1)
  -Counters Pre Existing Spells First:  NUKE9.13, Devastator, Happerry, ATHATH (4)
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 14, 2017, 02:37:15 am
They do have quite an advantage due to their terror choices.  Is there any recompse for not doing terror?  Because giving more casulties to the enemy in return for a penalty to them seems strictly superior to Chivalry.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 14, 2017, 02:44:23 am
You have the moral highground, but that's about it.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 14, 2017, 03:18:22 am
Can we do anything with moral high ground?  Propaganda or something?  It should probably be a benefit in the next foreign intervention event.
Title: Re: Wands Race - [Moskurg]
Post by: 3_14159 on April 14, 2017, 04:16:25 am
One of the main issues, apparently, isn't to defeat them but that you trade the defeated enemies away again. Therefore, my proposal for this year's design action:

Prisoner-of-war camps: With more and more enemies being released to fight another day, we are finding it difficult to actually make gains. But what if we didn't have to trade them away or kill them? Instead, camps are created in isolated places in Moskurg's safe regions, allowing for internment of enemy prisoners. Separate prisons, complete with mages able to suppress magic, are created for their mages which - together with confiscating their wands etc - should be able to easily hold them.
While this requires Moskurg to feed the prisoners (although some may be asked to farm for them?), it should be worth it, only having to defeat each of them once.
(Note that, should these prisons be at full capacity, prisoners will still be released.)
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 14, 2017, 07:53:11 am
They do have quite an advantage due to their terror choices.  Is there any recompse for not doing terror?  Because giving more casulties to the enemy in return for a penalty to them seems strictly superior to Chivalry.
My thinking behind choosing Chivalry was thus:
Our troops have a lower base morale than theirs (this is an assumption)
Lets say ours have 3 and theirs 5
If our morale is lowered by 1, that's a 33% decrease. If theirs is lowered by 1, that's only a 20% decrease.
Therefore it makes more sense for us to try and raise our morale than lower theirs.

Mind you, that was back when we were solidly winning combat, and could afford to grant them a few extra soldiers.

One of the main issues, apparently, isn't to defeat them but that you trade the defeated enemies away again. Therefore, my proposal for this year's design action:

Prisoner-of-war camps: With more and more enemies being released to fight another day, we are finding it difficult to actually make gains. But what if we didn't have to trade them away or kill them? Instead, camps are created in isolated places in Moskurg's safe regions, allowing for internment of enemy prisoners. Separate prisons, complete with mages able to suppress magic, are created for their mages which - together with confiscating their wands etc - should be able to easily hold them.
While this requires Moskurg to feed the prisoners (although some may be asked to farm for them?), it should be worth it, only having to defeat each of them once.
(Note that, should these prisons be at full capacity, prisoners will still be released.)
This... might be worth considering. Not this turn- we are so close to developing effective anti-magic, and that will be an absolute game-changer (you think ebbor's whiny now, hoo boy, just you wait until we roll out counterspells)
But it is worth keeping in mind.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 14, 2017, 08:20:54 am
Nah, my thinking is that changing out of chivalry is an option, or we could do orders like to release people, but cut off a hand while they're killing their prisoners.  Or go into necromancy or something to use the tortured spirits against them or something.

Or just straight-up win now.
Title: Re: Wands Race - [Moskurg]
Post by: ATHATH on April 14, 2017, 12:40:13 pm
Maybe we could break our prisoners' limbs before sending them back (only while Arstotska continues their barbaric Terror policy, of course), so that Arstotska would have to either spend resources on feeding men who can't fight or work, deal with the consequences of killing their own crippled men, or spend several turns developing healing magic and/or medicine.
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on April 14, 2017, 02:06:34 pm
Ahem, Mindwashing.
We Return all their People just for them to all Turn at Critical Moments.
Title: Re: Wands Race - [Moskurg]
Post by: ATHATH on April 14, 2017, 02:40:50 pm
Ahem, Mindwashing.
We Return all their People just for them to all Turn at Critical Moments.
I'm going to assume that you're talking about magical brainwashing, not normal brainwashing.

This is a good idea, but our anti-magic might dispel some of the brainwashing before our commands trigger.
Title: Re: Wands Race - [Moskurg]
Post by: Sosoku234 on April 14, 2017, 05:13:14 pm
That's why it's a pre-battle thing. You use it before combat to disrupt their Defensive lines before you use the anti magic spell.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 15, 2017, 11:12:36 am
Sorry about the delay, everyone. I'm out of town this weekend - Design phase is gonna have to be later tonight
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 15, 2017, 09:56:47 pm
Design: Enchantment Dispelling Tubikh Rrahim [6!-1, 4-1, 5-1]
As our research into the spell known as Tubikh Rrahim goes on, it becomes increasingly obvious that this is a powerful realm of divine magic.  As such, our researcher priests have worked tirelessly to further our understanding of it.  The Saadiya Madrasa - our temple/university - is where they've spent the past few months squirreled away.  The Tower of Storms has had its doors barred to the outside world, and from outside all that can be heard are the monotone chants of Divine Magic.

We've captured a few crystal axes from battles with Arstotzkan commanders.  They rarely last more than a month, so we've had difficulty getting them back from the front lines in time for research, but the few we've managed to get have been used extensively in testing.  It's been difficult finding the right combination of prayer and circle inscription, but our researcher priests have been motivated.  After a considerable amount of work we've managed to cause one of their crystal weapons to dissolve into magical aether.  At first we thought it simply vanishing on its own, but we've been able to repeat the experiment twice more.  Without putting it in the field we can't be for certain it will work on the same scale, but our researcher priests are hopeful.

The spell is still immobile, requiring intricate circles to be drawn on the ground, meaning it cannot be used on the offense - perhaps one of the more problematic aspects of the spell.  By default it still disallows our own mages to cast within the field, meaning we can't use it to protect high-value mages casting our more critical spells.  Curiously enough, the spell doesn't prevent lightning strikes from landing in the field (we thank our brave apprentice for testing this aspect), implying Arstotzkan fireballs wouldn't be dispelled upon entering the spell range.  The range is likewise still limited to the immediate area around the caster, preventing us from moving the spell further afield to where their mages are casting.  This variant of the spell is also more difficult than the standard version, requiring a more rigorous period of solitude and prayer to cast.  Expensive
Title: Re: Wands Race - [Moskurg]
Post by: ATHATH on April 15, 2017, 10:23:23 pm
Revision: Anchoring: Learn how to bind the center-point of Tubikh Rrahim to objects or people, causing the spell to move with whatever it's bonded to.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on April 15, 2017, 10:46:19 pm
Revision: Anchoring: Learn how to bind the center-point of Tubikh Rrahim to objects or people, causing the spell to move with whatever it's bonded to.
If this is possible, it has my +1.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 16, 2017, 02:28:30 am
Argh! We're so close to making them flip the table in anger! We just need a little bit more advantage...

Revision: Anchoring: Learn how to bind the center-point of Tubikh Rrahim to objects or people, causing the spell to move with whatever it's bonded to.
Hmm. That may be tricky- it's a pretty big change. I think if we can just get the spell to be mobile, so that we can use it offensively, that would be good enough to scare the shit out of them. We could perhaps make it bind to something if we roll high enough. How about this:

Revision - Wand of Tubikh Rrahim: God, in his infinite wisdom, requires a highly complex series of enchantments to call upon His aid. Drawing these spell circles is a complex thing, however, taking up much time and effort. Now, we cannot skip this step, but we can make it easier for mages on the front lines- by pre-inscribing the necessary circles onto a wand, and performing part of the ritual on it, it allows mages to cast through the wand, even whilst on the move.
This should allow Tubikh Rrahim to be used offensively. If we roll high enough, we might make the wand the actual center of the spell, allowing them to be thrown at enemy wizards like anti-magic grenades wait no then they can just pick them up and reverse-engineer them. Perhaps the apprentice casting the spell (apprentices can still cast Expensive spells, albeit only once per battle- but you can only cast Tubikh Rrahim once per battle anyway, so it's all the same) could be convinced to join a cavalry charge towards enemy mages. If they get killed... well, they're only apprentices. Dying a hero ain't so bad.
Title: Re: Wands Race - [Moskurg]
Post by: ATHATH on April 16, 2017, 02:34:55 pm
Argh! We're so close to making them flip the table in anger! We just need a little bit more advantage...

Revision: Anchoring: Learn how to bind the center-point of Tubikh Rrahim to objects or people, causing the spell to move with whatever it's bonded to.
Hmm. That may be tricky- it's a pretty big change. I think if we can just get the spell to be mobile, so that we can use it offensively, that would be good enough to scare the shit out of them. We could perhaps make it bind to something if we roll high enough. How about this:

Revision - Wand of Tubikh Rrahim: God, in his infinite wisdom, requires a highly complex series of enchantments to call upon His aid. Drawing these spell circles is a complex thing, however, taking up much time and effort. Now, we cannot skip this step, but we can make it easier for mages on the front lines- by pre-inscribing the necessary circles onto a wand, and performing part of the ritual on it, it allows mages to cast through the wand, even whilst on the move.
This should allow Tubikh Rrahim to be used offensively. If we roll high enough, we might make the wand the actual center of the spell, allowing them to be thrown at enemy wizards like anti-magic grenades wait no then they can just pick them up and reverse-engineer them. Perhaps the apprentice casting the spell (apprentices can still cast Expensive spells, albeit only once per battle- but you can only cast Tubikh Rrahim once per battle anyway, so it's all the same) could be convinced to join a cavalry charge towards enemy mages. If they get killed... well, they're only apprentices. Dying a hero ain't so bad.
+1.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on April 16, 2017, 03:47:49 pm
Revision - Wand of Tubikh Rrahim: God, in his infinite wisdom, requires a highly complex series of enchantments to call upon His aid. Drawing these spell circles is a complex thing, however, taking up much time and effort. Now, we cannot skip this step, but we can make it easier for mages on the front lines- by pre-inscribing the necessary circles onto a wand, and performing part of the ritual on it, it allows mages to cast through the wand, even whilst on the move.
This should allow Tubikh Rrahim to be used offensively. If we roll high enough, we might make the wand the actual center of the spell, allowing them to be thrown at enemy wizards like anti-magic grenades wait no then they can just pick them up and reverse-engineer them. Perhaps the apprentice casting the spell (apprentices can still cast Expensive spells, albeit only once per battle- but you can only cast Tubikh Rrahim once per battle anyway, so it's all the same) could be convinced to join a cavalry charge towards enemy mages. If they get killed... well, they're only apprentices. Dying a hero ain't so bad.
Changing my +1 to this.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 16, 2017, 04:54:41 pm
Revision: Wand of Tubikh Rrahim [5]
Concentrating the intricate spell circles and weeks of holy prayer into the confines of a single wand is a very, very ambitious task - especially within the limited window of time a revision allows us.

Nevertheless, our researcher priests make a valiant attempt.

It's not that we can't do it - we've crafted working wands that operate off a basic spell framework before.  It's just that this particular spell has the majority of its complexity stored in the prayer and spell circles that make up the casting component.  To store it in a wand for ease of use would require us to engrave not just the spell circles, but also the entire prayer into the framework of the wand along with the base incantations and magical blessings.  There's simply not enough room on your standard foot-and-a-half wand to do it, regardless of what it is made out of.

By the end of our revision all we have to show for our efforts is a wand so thoroughly engraved with spellwork that it's little more than a tooth pick.

There is a silver lining to all this, however - we have a better understanding of wandcrafting, and our researcher priests are already drawing up schematics for a two and a half meter long staff with enough surface area to contain all the engravings we'd need to make it functional.  It's too late in the year to start producing prototypes, but we'll likely have an advantage if we revisit this concept.



Orders:
With Arstotzka now executing prisoners, our men are growing increasingly malcontent with Arstotzkan prisoners.  Our commanders have had to more than once prevent prisoner abuse, but even they are bitter about the executions Arstotzka have been performing.  Moskurg has a long, rich history of Chivalrous conduct, so our Sultan is reluctant to give that up to get "even" with Arstotzka.  He has asked you for advice on how to deal with Arstotzkan prisoners.

A)  Maintain Chivalry: It's important to show we will release all who surrender to us and that we will not disrespect prisoners. +1 moral to our side (negated by enemy terror), +1 to enemy troop recovery

B)  Prisoner of War Camps: With Arstotzka executing prisoners, we can't in good conscious release captured soldiers.  We'll hold them in camps - humanely - until the end of the war. -1 unit to our side to maintain prison camps

C)  Forced Labor Camps: Put them to work.  We won't kill them outright, but they will either work in our mines, forests, and fields or they will be executed. -1 unit to our side to maintain labor camps, +1 Terror against enemy

D)  Respond in Kind: This is war.  They have done the unthinkable, in the very face of our kindness.  The only thing Arstotzkans understand is violence.  Kill them all.  +1 Terror against enemy

E)  Brutality: Moskurg doesn't kill prisoners.  That being said, there's nothing wrong with mutilating them until they're no longer combat capable and returning them to their kinsmen... +2 Terror against enemy. -1 Moral to our side
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on April 16, 2017, 05:03:51 pm
C. When we have a Brainwashing spell, we can Start helping those we "Fix" to Escape to their side so they can cause even more fear, Still we'd best put them to work.
Title: Re: Wands Race - [Moskurg]
Post by: ATHATH on April 16, 2017, 05:06:41 pm
E) Amputate our prisoners' limbs and cut out their tongues before sending them back, so that Arstotska has to either spend resources on feeding men who can't fight or work, deal with the consequences of killing their own crippled men, or spend several turns developing healing magic and/or prosthetics.
Title: Re: Wands Race - [Moskurg]
Post by: ATHATH on April 16, 2017, 06:35:37 pm
Something that I just noticed: "Arstotska" is apparently spelled "Arstotzka" (in this game, at least). I'm going to continue using my spelling of it, however, just for ease of use.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on April 16, 2017, 08:22:23 pm
Invent the Machete to improve maneuvaribility of the jungle
Title: Re: Wands Race - [Moskurg]
Post by: ATHATH on April 16, 2017, 08:46:00 pm
Invent the Machete to improve maneuvaribility of the jungle
(https://cdn.meme.am/cache/instances/folder705/9585705.jpg)
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on April 16, 2017, 09:51:49 pm
C)  Forced Labor Camps: Put them to work.  We won't kill them outright, but they will either work in our mines, forests, and fields or they will be executed. -1 unit to our side to maintain labor camps, +1 Terror against enemy
This has my +1.
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on April 16, 2017, 09:55:52 pm
C
Title: Re: Wands Race - [Moskurg]
Post by: ATHATH on April 16, 2017, 10:09:46 pm
But C is directly inferior to D! We'd lose a unit for nothing (unless you consider peace of mind something, but since it doesn't affect our troops' morale, I'd say that it's still nothing), especially after (not if) Arstotska breaks their prisoners out of our camps!

Also, do you think that keeping our prisoners in horrible concentration camps is any better than killing them? At least with my plan, they'll get to see their friends and families again.
Title: Re: Wands Race - [Moskurg]
Post by: Sosoku234 on April 16, 2017, 10:13:54 pm
Part of me really wants A, but it seems less feasible and almost detrimental to us. So my +1 goes to C.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on April 16, 2017, 10:14:52 pm
That entirely depends upon if we can use an action to make our new slave labor built gear cheaper or something. Or convince them to turn sides. Or 'convince' them. Or use them up in blood magic rituals or something.
Title: Re: Wands Race - [Moskurg]
Post by: ATHATH on April 16, 2017, 10:27:02 pm
That entirely depends upon if we can use an action to make our new slave labor built gear cheaper or something. Or convince them to turn sides. Or 'convince' them. Or use them up in blood magic rituals or something.
True. Perhaps C does hold some hidden bonuses.
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on April 16, 2017, 10:32:32 pm
Next round, we Start working on a Mindwashing Spell and turn their soldiers into unknowing Sleeper agents whom will Join our troops when the Correct moment Strikes.
Title: Re: Wands Race - [Moskurg]
Post by: ATHATH on April 16, 2017, 10:33:32 pm
Next round, we Start working on a Mindwashing Spell and turn their soldiers into unknowing Sleeper agents whom will Join our troops when the Correct moment Strikes.
Again, our antimagic is going to royally mess up that plan.
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on April 16, 2017, 10:38:19 pm
We Activate it Before we Dispel all new spells, we've only proven we can Vaporize their Crystal weapons at short range, We can probably Set it up to be Specific to their weapons rather to our Mindslaves.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on April 16, 2017, 10:54:36 pm
I'm against it, not because I don't like the idea but because it sounds like another big and complicated spell which will take a few turns to figure out, and we just did that. Let's take down a few low hanging fruit before we do something else big, like making our anti-projectile wind shield spell actually usable in mass instead of just on our officers, or reworking our mind reading spell into a mind blasting spell, or suchlike.
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on April 16, 2017, 10:57:54 pm
From mindreading to Mind Draining Spell Perhaps? by which I mean "Spell which allows us to Dig through the minds of Captured mages and reverse engineer their spells that way".
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on April 16, 2017, 11:07:19 pm
From mindreading to Mind Draining Spell Perhaps? by which I mean "Spell which allows us to Dig through the minds of Captured mages and reverse engineer their spells that way".
We'd need a way to reliably capture mages too, to make that work. Again, I'm not against such a plan, but I want to grab a few low hanging fruit type things before we try to do any big game changers.

I'm definitely in favor of some sort of mind blast or create agony or confusion projection type spell next so we have something to reply to their fireballs with, at the very least.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 16, 2017, 11:36:28 pm
No revision spent on non-magical gear to work under our antimagic?  Aww.

There's also the orders.  We could invade the Taiga or counterattack in the mountains.
Title: Re: Wands Race - [Moskurg]
Post by: ATHATH on April 16, 2017, 11:36:53 pm
create agony
Yes... YES... My corruption efficiency-oriented mindset is spreading... Soon, Moskurg shall RULE THE WORLD, WITH ME AS ITS LEADER! AHAHAHAHAHAHAHAHAHAAAAA!

*ahem*

Er... Yes, I support this line of action, although I think that we should, as Happerry says, go for the low-hanging fruit first (and maybe develop selective antimagic as well).
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 16, 2017, 11:38:39 pm
Combat phase is going to be tomorrow night.  In the interest of transparency, I'll be copy-pasting the raw combat results in addition to writing up combat reports. 
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on April 17, 2017, 12:55:05 pm
Yey!
Title: Re: Wands Race - [Moskurg]
Post by: ATHATH on April 18, 2017, 07:41:12 pm
Combat phase is going to be tomorrow night.  In the interest of transparency, I'll be copy-pasting the raw combat results in addition to writing up combat reports. 
You lied to us.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 18, 2017, 08:53:01 pm
The hold up is the fact that the combat results don't seem to be reflecting the state of research between both nations.  It's been frustrating me for a while now - due to the way advantages and counters are handled, I'm having trouble making the combat engine behave in a way that makes sense.

For example, when Moskurg spent several turns researching Anti-magic, Arstotzka researched anti-mindreading and a newer fireball that can be cast more rapidly, yet there was hardly any effect in the battles that happened during that period.  There's been other weird results like this and I've been trying to tweak the engine to work in a way that makes sense.  For the past few turns (and this turn, especially) you guys have been doing remarkably well.  I love you guys, but this turn you just blew through Arstotzka and since I have knowledge of both sides capabilities I can say objectively that that should not be happening.

In all honesty, I'm tempted to abandon Iituem's python file altogether and move to the system that Sensei uses - simply determining how both sides are doing from a practical standpoint, figuring out how a new piece of technology would affect the battlefield, and progressing from there to subjectively determine which side gains/loses ground in an area based on what would be effective in what area.  This would mean changing the system mid-way through the game, though, and I'm not sure that's fair to either side.
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on April 18, 2017, 08:59:49 pm
Well, if the program thinks that our strong Moskurg troops simply ravaged the weak willed Arstotzkan pigs, I mean, who are we to argue?
Title: Re: Wands Race - [Moskurg]
Post by: ATHATH on April 18, 2017, 09:19:46 pm
Why not let the Arstotskans pick their poison: an automatic/mechanical system that currently shows them getting their rumps handed to them or a GM that (at least in their eyes) might be partial to the Moskurgians (even if he doesn't intend to be)?
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 18, 2017, 10:46:09 pm
Dammit guys, we should have invaded the Taiga.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 18, 2017, 11:34:42 pm
Arstotzka would rather do Sensei's system, since it has a better reflection of how combat should be progressing.

If you guys are up for that, we'll switch over.
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on April 18, 2017, 11:42:19 pm
Of course they would want the system that doesn't show us dumpster img them

Works for me
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on April 19, 2017, 01:00:10 am
I'm good with that.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 19, 2017, 01:15:21 am
If it's about the armor, platemail isn't a welded-together single piece of metal like a car frame.  Same for a wire.  Can't guarantee good contacts the way down like chainmail.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 19, 2017, 02:12:35 am
Hmm. That's unfortunate. Sure, use Sensei's system. I'm confident we will still be able to win.

EDIT: And, actually, I was wondering why they were making no progress when we were doing basically nothing for a few turns. I was worried they were also developing some multi-turn project, but I guess they were just getting screwed over by the game engine?
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 19, 2017, 07:44:48 am
Pretty much, yeah.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 19, 2017, 08:09:09 am
So, moskurg not losing is a bug in the system.  And we're moving to a subjective system where the whines of 10ebbor and such are going to get transformed directly into bonuses.

So.. we're going to lose, then?  Due to a ruleset change, based on bugs we aren't allowed to observe, and claims we aren't allowed to challenge?
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 19, 2017, 08:12:06 am
Honestly I'm fine with the system as is; it's not completely dependant on the magic and other advances in magical theory/tech and has room for upsets that a less advanced foe can use. If Arstotzka is getting screwed in the rolls, well, they can grin and bear it; they've got full fucking plate in the 900s :P
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 19, 2017, 08:13:45 am
Don't worry Taricus.  It isn't like something bad is going to happen, such as one of my ideas getting designed.

It's okay though, changing the system because of a bug is understandable.  Would it be possible to fix the bug instead?
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on April 19, 2017, 12:42:06 pm
I believe that's what evicted has been trying to do. If we're willing to make this sort of concession for Arstotzka it will make us look all the better when we win. If we don't we can resort to classic salt tactics and claim they only won because Evicted was biased in their favour in an attempt to make it up to them for the bug.

It's a total win-win*
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 19, 2017, 10:18:38 pm
That must be nice, getting to see things you designed built.
Title: Re: Wands Race - [Moskurg]
Post by: ATHATH on April 19, 2017, 10:29:36 pm
That must be nice, getting to see things you designed built.
Alright, alright, geez, we get the point.

... What was the thing(s?) that you proposed, again?
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on April 19, 2017, 10:30:09 pm
It's not that you're having bad ideas, it's just that we've been rushing one big project after another. First all the storm stuff, now the anti-magic. I'm sure after we iron out all the kinks with this, we'll take the time o make some smaller designs/revisions.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 19, 2017, 10:46:08 pm
Combat for 922


The mountains loom ominously in the distance, barely visible through the rising heat of the sands.  They will soon know our fury, once we've taken the lands surrounding their stoney steeps and force them from our ancient birthright.

Other than mean looks, nothing interesting happens.

No battles occur in the mountains.

With the great open flatlands available in the plains, our men develop a new sport that takes advantage of the plentiful flat area.  It involves marching a ram (kicking a ball) into the enemy's castle (the other teams net) to lay claim to their lands (gain a point).  To reflect the true nature of the war we've been fighting, scoring points is rare and well-celebrated and men regularly pretend to be wounded in combat.  We've named the new sport "Foot-Ball" because our men are uncreative and can't come up with a unique name.

Other than a couple head-butts, no actual combat happens.

No battles occur in the plains.

Arstotzkan cowards have withdrawn their forces from the desert.  Much like us, they seem unwilling to commit forces to a battle unless victory is guaranteed - or at least a fair chance.  Our homelands are safe for the year.

No battles occur in the desert.


Almost as if the war had been waiting for an excuse to intensify, the jungle is painted red with blood this year.

Our skirmishers are stymied as they attempt to lull guards into zen-like states and gain knowledge of where their caltrops are placed.  We fail to gain entry into the guards mind though, and it seems to trigger some sort of high-pitch alarm that alerts the camp, allowing them to mobilize quickly.  Ambushes turn into full-fledged melees which we then lose with our smaller skirmishing force.  The battles are still costly to the enemy, but we don't come out ahead.  Our men are decked out with padded armor and small bucklers - even our calvary.  Without the advantage of surprise or adequate protection, their longbowmen slaughter our men easily.  Officers aren't immune either; their scalemail is decent at turning a blow from an axe or a sword, but an ash arrow cast from a four foot long bow punches right through it.  The jungle provides some cover and favor our compound bows over their longbows, but we simply don't have any way of successfully ambushing them.

Arstotzkan ambushes don't go much better.  The hot jungle reminds our men of home, but with their Tower of Frost keeping the territory temperate we don't have that advantage any more.  Thankfully, it's easy to see their men coming during ambushes.  Their fog has grown too dense to blow away, but by its very nature informs us of an attack.  Furthermore, the clanking of their armor tips us off if they try to bring heavy troops in to fight.  Our arrows can't penetrate except at point-blank, but with mass volleys coming down on their heads it's not hard for a few to find their way into gaps and eyeslits.  Their heavy calvary is a problem, though.  Their charges are devastating when they hit, smashing into our lightly-armored (or not-at-all armored) men with their crystal lances.  It was a difficult call, but the theatre commander elects not to use Tubikh Rrahim just yet, instead saving it as a surprise for the full combat.  Arstotzka has trouble doing much damage with the thick mud and dense foliage hampering their heavy shire horses, but they come out slightly ahead, even managing to capture one of our apprentices in the middle of the night and dragging him away screaming.  As they disappear into the jungle, through the dark and the rain, a single, massive, powerful bolt of lightning comes down with a glow that turns the world to day for a brief second.  Our senior wizards posthumously name the brave, noble apprentice an honorary Master Wizard for his sacrifice.  You will not be forgotten, Brave Maealij Albarq. Moskurg gains a Martyr.

The battles during the day begin to grow uglier.  Rain is non-stop, and lightning touches down every few seconds striking trees and steel-clad soldiers alike.  Likewise, fireballs stream through the foliage indiscriminately.  Fires claw at tree trunks only to be put out within seconds by the downpour.  Where the fireballs do hit our men scream and die horrible, agonizing deaths.  Arstotzkan soldiers do not scream when lightning strikes, instantaneously cooked inside their welded-shut armor coffins.  Their fellow soldiers get incredibly upset by this, screaming in their filthy gutter language about 'realism' and 'faraday cages', as though their feeble science could protect them from the wrath of Allah. 

Arstotzkans start off with a sudden, powerful charge from their heavy calvary.  They can't maintain formation in the dense undergrowth, but there's enough of them it doesn't matter.  Gleaming lances of magic crystal are clutched in the hands of each horseman, and just before they slam into our men they all vanish into a puff of smoke.  It's a shock to the horsemen as their weapons disappear from their grasp, leaving them unarmed in the midst of our spearmen.  It's not even close - only one in ten make it back to their lines.  A cheer goes up from our men as the Arstotzkans are forced to withdraw what's left of their decimated calvary.  That battle went in our favor, but now they know about our anti-magic capabilities.  The casters will likely be targeted in future combats by their Anti-Mage elite troops.

With Arstotzkan heavy calvary taken care of, arrows begin to pelt both sides, making up the majority of the combat done by non-magical troops.  Their arrows skewer our unarmored troops, and our arrows tend to clatter harmlessly off their rusted steel plate.  Our mages cast Lucky Strike non-stop as it's the only way we can be sure an arrow will bring down an enemy soldier.  We're barely able to keep the combat even this way, though once the foot soldiers meet it's no contest.  Their armored axemen hack through padded armor easily, but it takes two or three men to bring down a single Arstotzkan.  Their commanders are met with the same fate as their horsemen - the gleaming crystal axes, once the mark of their leadership, are returned to non-existence once in range of our battle lines.  They become easy prey, and without leadership their men eventually turn and flee back north.  We take many prisoners and ship them south to work in our concentration camps.  Sadly, Tubikh Rrahim is immobile and can't be used on our offensive, so we have difficulty pressing our luck.  Our Moskurg troops, while more plentiful, are inferior to Arstotzkan armored troopers.  Their fireballs blast through our men easily, and giant walls of fire section off entire areas of combat.  Though they're weakened from the disastrous assault they'd just launched the Arstotzkans are fairly even with our men.  Without lightning we can safely use in danger-close situations, all seems lost...until our calvary successfully flanks the enemy.  Lightly armored and armed with shitty lances, they turn the battle just barely in our favor, and though we're forced to eventually pull back Arstotzka loses more men than we do. 


Spoiler: Wizard Battle (click to show/hide)


We don't gain ground, but we did very well.  Both sides lost a lot of men - both nations have almost their entire army centered in this territory.  Another battle like that and we push them out of the jungle.

Our theatre commander complains of the stark difference in equipment quality between our troops and Arstotzka's.  Their armor is still a problem and we rely heavily on our numbers and Lucky strike to even make a scratch.  Our own men have next to no protection from arrows - though Cyclone Shield is handy for protecting a mage between volleys, it can't protect anyone else.  Our own commanders are vulnerable, and the casters of Tubikh Rrahim are especially so.  If Tubikh Rrahim were more mobile we'd also gain the element of surprise back during skirmishes - the lead horsemen could charge through their caltrops and we could get into their camps without fussing about with mind-reading.  He also expresses frustration that the Hammer can't be used in danger-close situations, and that the Spear is next to useless - save for Brave Maealij Albarq, may Allah rest his soul.  Finally, if you could conjure up some magic to keep their fire from burning our men to death, that would be wonderful - he understands if you have more important things to do than keep poor Moskurgs from dying in droves, though.


Neither side gains ground in the jungle.


Both sides seem evenly matched in the western sea.  Arstotzkan ships are large, sturdy, and slow.  Our ships are fast, light, and fragile.  Our wind magic helps us move quickly here, scurrying around and flanking the enemy when we can.  Sadly, our teletalk wands are short-range and can't be used here effectively, and since storms cause the sea to roil regardless of where we make it rain we are forced to fight without.  The enemy is too slow to catch us, though they do spout fireballs out of the fog they cloud their ships with.  Without a definite advantage for either side, neither gains victory.  Battles tend to be both sides standing a distance away, pelting one another with arrows and fireballs before retreating back to port.  Once again, neither side gains ground here.

The theatre commander claims better coordination would help turn the tide here.  Longer-range teletalk wands, for example, would allow split-second decisions to be disseminated throughout the entire fleet to coordinate ramming attacks and sudden flanks.  Alternatively, an offensive weapon that we could use on the seas would give us something to match their fireballs and let us gain a decisive edge on those dirty Arstotzkans.

Neither side makes coastal gains in the Western Sea.



It is 923, the Design Phase.

Spoiler: State of Forenia, 923 (click to show/hide)
Spoiler: Moskurger Equipment (click to show/hide)
Spoiler: Moskurger Spells (click to show/hide)
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 19, 2017, 11:04:51 pm
What about the usage of  larger shields?  If combined with the right doctrine, it would provide for better missile protection, and would help against cavalry charges.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 19, 2017, 11:06:13 pm
Well if we could develop pikes in tandem with the shields that'd be great. If that is possible.
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on April 19, 2017, 11:10:49 pm
Quote
Their fellow soldiers get incredibly upset by this, screaming in their filthy gutter language about 'realism' and 'faraday cages', as though their feeble science could protect them from the wrath of Allah. 
Heh

What about the usage of  larger shields?  If combined with the right doctrine, it would provide for better missile protection, and would help against cavalry charges.
I think we could revise our bucklers to be bigger

My vote I to finally make Bodkin arrows. Their armor has been a problem for far too long
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 19, 2017, 11:17:39 pm
 I see your point, but we can't use the arrows if we lose our archers. Furthermore, one of our biggest problems is a lack of good armor for all of our troops.  Maybe transitioning over to something heavier would be beneficial. We don't have to keep layers loose anymore due to the  Frost Tower, so if we were to create a  set  of Lamellar armor (linked metal platelets), it would bolster our troop  survival rates considerably. Lamellar is far less restrictive than scale armor, allowing for quicker movements among our general troops.  In addition,  padded armor can  still be used, serving as an under-layer for Lamelar.  This not only allows for two layers of protection, it also enables versatility in hotter areas, as one could simply take the Lamellar off.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 19, 2017, 11:19:43 pm
Bodkins don't penetrate plate armour. It'd be worthless to try them now that they have plate everywhere. We could try applying magic to the arrowheads however.
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 19, 2017, 11:26:19 pm
New result above.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 19, 2017, 11:50:01 pm
Bodkins don't penetrate plate armour. It'd be worthless to try them now that they have plate everywhere. We could try applying magic to the arrowheads however.

Our arrows can't penetrate except at point-blank, but with mass volleys coming down on their heads it's not hard for a few to find their way into gaps and eyeslits.

our existing non-bodkin arrowheads can penetrate at point-blank range.  armour-piercing arrowheads are worth trying.

I'd also be worried about magic arrows not working in antimagic.

Steel Bodkin Arrows for design phase.

If you must not have that, how about some improved armor instead?  Or another anti-armor weapon?  The only thing I'm sure of is that we need something that isn't magical to go with our antimagic.  We can do some fresh magic next turn.

If we must go with a magical solution, how about wands that summon acid?  Acid bolts might be more controllable than lightning, and should be workable at sea.  Just don't spit into the wind.

Plus, well, we have wand magic.  Maybe we can use wands for fabrication of gear, so that we can make superior artifacts from it, with the wands safe at home, and don't have to worry about antimagic screwing it up.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 20, 2017, 12:22:30 am
I've written out the combat report to explain how equipment is affecting the battle and why things play out the way they do.  This should give you a better understanding of how your designs are being used and how they're working against the enemy's.  I've also included a section detailing the theatre commanders wishlist - what he would like to see developed or fixed.  Take it with a grain of salt; it's simply the point of view from the boots on the ground.  I also tweaked the equipment and spell list to look nicer.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 20, 2017, 12:26:34 am
Re-reading it, to put it short, we need decent armor and a weapon that can beat (or give decent odds against) their armor.

Still want the arrows, as it's used by both our infantry and cavalry, and it's not magical so it isn't negated under antimagic.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 20, 2017, 12:29:35 am
Also, are we missing the entry for the spell that temporarily burns out mages but negates temporary spells?
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 20, 2017, 03:40:36 am
Alright. Alright.

Bodkins don't penetrate plate armour. It'd be worthless to try them now that they have plate everywhere. We could try applying magic to the arrowheads however.
That's debatable. There are enough studies that suggest that they might be able to that we could justify it working. And as we keep mentioning, their plate armour is not top-of-the-line stuff forged by master smiths over the course of several years, it's cheap stuff made by apprentices in under a week. If bodkin arrows can pierce any plate armour (which they can), they can pierce theirs.

But I think bodkin arrows would work as a revision. It's just a different shaped arrowhead made of harder steel.
...
But I want to make our anti-magic wands this revision. Hmm.
...
And I want to make cheaper armour.
...
Eh. Actually, we have plenty of troops. A few of them dying is not so big a concern as them failing to kill the enemy.

Okay. Okay. How about this: Wands of Tubikh Rrahim for our design (or possibly a revision instead of a design), bodkin arrows for our revision.
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 20, 2017, 07:07:32 am
What about Tubikh Rrahim amulets for the troops. they would require less training to use, and would passively generate an anti-magic field. Each amulet would be connected to the other, forming a larger network.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on April 20, 2017, 07:20:15 am
It was explicitly stated that a wand's surface area was not enough, so putting it on an amulet isn't going to work. Thus I suggest designing a Staff of Tubikh Rrahim.

I'm all for bodkins as a revision. Have been for a while, but this turn proves that it is by far the easiest thing we can do to help counter their armour.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 20, 2017, 07:41:23 am
It was explicitly stated that a wand's surface area was not enough, so putting it on an amulet isn't going to work. Thus I suggest designing a Staff of Tubikh Rrahim.
Right, yes, that's what I meant. +1 to Staff of Tubikh Rrahim
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 20, 2017, 07:43:58 am
What for?  Armor would be useful, and we might be supposed to have the version that can be cast on the move already.  At least wait for the GM to confirm that first.

We need a weapon and we need armor.  Please use the design for one or the other, not something that also could well be done with a revision.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 20, 2017, 07:53:34 am
What are you talking about?  Tubikh Rrahim has always been an immobile spell.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 20, 2017, 07:54:18 am
Here's the original description of it.

http://www.bay12forums.com/smf/index.php?topic=163276.msg7418569#msg7418569

That doesn't sound immobile.  I think there was mention in later turns about mages being able to carry it along with them, ready for use.  It was the kind that did enchantments that was immobile.  That version above did get revised so that it only burned out mages for a month.

Nah, you're right, the second design http://www.bay12forums.com/smf/index.php?topic=163276.msg7424177#msg7424177 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7424177#msg7424177), says still immobile, so it was always immobile.

Here's our orders for the previous turns:

Last turn: (922)  Design Tubikh Rrahim.  Revise Tubikh Rrahim.

Previous turn: (921)  Design Tubikh Rrahim.  Revise Tubikh Rrahim.  Expense chit on Storm Strike.

Turn before that:  (920)  Design Tubikh Rrahim.  Revise Tubikh Rrahim.

Turn before that:  (919) Theoretical anti-magic.  Revise Spear of Allah.

Seriously, please, please PLEASE stop doing the exact same thing every turn!
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 20, 2017, 08:05:05 am
Are we even going to address armor?
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 20, 2017, 08:06:56 am
Are we even going to address armor?

I'm happy to vote for armor.  I just want to vote for whatever will do something and isn't antimagic this turn.  I think personally I'd prefer big shields, and to restart the battles in the taiga and the mountains, if we go for armor.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 20, 2017, 08:09:01 am
Here's our orders for the previous turns:

Last turn: (922)  Design Tubikh Rrahim.  Revise Tubikh Rrahim.

Previous turn: (921)  Design Tubikh Rrahim.  Revise Tubikh Rrahim.  Expense chit on Storm Strike.

Turn before that:  (920)  Design Tubikh Rrahim.  Revise Tubikh Rrahim.

Turn before that:  (919) Theoretical anti-magic.  Revise Spear of Allah.

Seriously, please, please PLEASE stop doing the exact same thing every turn!
I think you added in an extra year there. We designed theoretical anti-magic in 920, not 919.

I mean, you still have a point. We've been spending a long time on this. But we're so close!

Are we even going to address armor?
We favour quantity over quality. We can afford to lose a few troops, I think. Obviously it would be nice to develop better armour, but I think better armour-piercing weapons and some anti-magic that actually works the way we want it to is more important.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 20, 2017, 08:11:13 am
Here's our orders for the previous turns:

Last turn: (922)  Design Tubikh Rrahim.  Revise Tubikh Rrahim.

Previous turn: (921)  Design Tubikh Rrahim.  Revise Tubikh Rrahim.  Expense chit on Storm Strike.

Turn before that:  (920)  Design Tubikh Rrahim.  Revise Tubikh Rrahim.

Turn before that:  (919) Theoretical anti-magic.  Revise Spear of Allah.

Seriously, please, please PLEASE stop doing the exact same thing every turn!
I think you added in an extra year there. We designed theoretical anti-magic in 920, not 919.

I mean, you still have a point. We've been spending a long time on this. But we're so close!

Yeah, you're right.  One extra turn in there.

Come on though, lets design something new, not the same thing again.  I know you don't care about winning, but can we at least do something new?

You did say that, didn't you?  That you didn't care about winning, but you wanted to see new stuff designed?
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 20, 2017, 08:20:20 am
You need to take it easy, Dev.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 20, 2017, 08:38:03 am
You need to take it easy, Dev.

Dunno.  Is the sitation distinguishable from one where the other players are trying to ensure my unhappiness?
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on April 20, 2017, 08:44:21 am
Man, you are taking this way too personal. No one here is purposefully trying to make you unhappy.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 20, 2017, 08:46:56 am
Man, you are taking this way too personal. No one here is purposefully trying to make you unhappy.

No, I don't really think that's the case.  If it was, though, it would look just like this.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 20, 2017, 08:50:44 am
No one is attacking you, man.  People are going to disagree with you and that's fine.  No one is trying to "ensure your unhappiness", they're just debating the best course of action.  If they disagree with you it's not because they have a personal vendetta against you.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 20, 2017, 08:54:53 am
Oy, evicted, I don't think that's really the case.  I just think that if it was the case, things wouldn't be any different than this.

I mean really, though, what's can I do about this?  Nuke doesn't want to win the game, but refuses to change vote.  Taricus and Kashyyk are happy enough to ride the vote train, with no more reason than saying that my idea won't work, so they're going to do the exact same thing they've done successfully the last two turns.  (I don't think we're going to roll better than 6,4,5, for one thing.)  What can I say in response to that?  Happyerry is happy to add a +1 to whatever the voting bloc does, should they need it, every single turn.

So there's no opportunity to design, no opportunity to see stuff done, and no opportunity for meaningful input.  Why isn't taking it personally justified again?
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on April 20, 2017, 09:29:37 am
I don't know where you're getting the whole "Nuke doesn't want to win" thing, he's practically our top designer. And anyway, after this design, we're probably revising the bodkin arrows that you suggested
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 20, 2017, 09:29:43 am
...seriously man, take it down a notch. It's a game.  This thread is starting to sound a lot like Arstotzka's with all the salt and it's kinda bumming me out.

I'm not going to tell you to chill out again.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 20, 2017, 10:21:50 am
I don't know where you're getting the whole "Nuke doesn't want to win" thing, he's practically our top designer. And anyway, after this design, we're probably revising the bodkin arrows that you suggested

From here:

I believe that's what evicted has been trying to do. If we're willing to make this sort of concession for Arstotzka it will make us look all the better when we win. If we don't we can resort to classic salt tactics and claim they only won because Evicted was biased in their favour in an attempt to make it up to them for the bug.

It's a total win-win*

You're right though, it wasn't Nuke, but Kashyyk who doesn't care about winning.  I have that wrong.  Although it is in title text, so your device or browser may not be able to show it.  If that's the case, quoting it will show it.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 20, 2017, 10:42:49 am
...seriously man, take it down a notch. It's a game.  This thread is starting to sound a lot like Arstotzka's with all the salt and it's kinda bumming me out.

I'm not going to tell you to chill out again.

I'm done for today, anyhow, I've got like 12 hours of work starting soon.

Really, though, should I be happy about this game?  And am I at fault for being unhappy about something?  I'm not asking for much, just to see some of my input go through.  I did get to make the last design to go for knocking out crystals, which seems to have been a good idea.

The game's not that big of a deal, but calming down about it.. does that mean I shouldn't try to change people's minds?  Or should I be allowed to make only one post every update?  What am I allowed to do?
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on April 20, 2017, 10:54:09 am
I believe anti-magic is a wunderwaffen that'll actually work. Making it mobile with a staff allows us to use it on the offensive, so we'll be as effective as we on the defence. This then allows us to convert it into something we can launch. Imagine planting one of these wands in the side of an enemy ship, into their cold tower or amongst a group of fireball wizards. They'll suddenly be unable to cast. If we can make it selective we can cast whilst they can't. This is a whole new branch of magic that is going to be (and already is) super useful, and super powerful.

I can appreciate it if you think there's some sunk cost fallacy happening here, but I believe it's worth it.

However, your suggestions of bodkins and big shields are definitely deserving of attention. I just feel they can be completed with a revision instead of a design.
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 20, 2017, 10:58:56 am
Fair point, but would  armor development be considered a design?
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 20, 2017, 11:02:04 am
Designs, by default, have a better chance of success than revisions.  Complexity of a design/revision is a factor in the success chance.

For example, your attempt to rework antimagic into a wand was a revision.  You rolled a 5, and it was unsuccessful.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 20, 2017, 04:41:28 pm
Could I get you guys to tally your votes as you cast them, please?  Something like

Quote
Staff of Tubikh Rrahim: [3] Voter1, Voter2, Voter3
Better Armor: [1] Voter4
Bodkin Arrows: [2] Voter5, Voter6
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on April 20, 2017, 04:48:24 pm
Quote from: Vote Tally
Staff of Tubikh Rrahim [2]: Kashyyk, NUKE9.13
Steel Lamellar [1]: Mardent23
Bodkin Arrows [1]: Devastator

I think people are voting like this at the moment.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on April 20, 2017, 06:32:23 pm
I vote for better armor or big shields.
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on April 20, 2017, 06:35:06 pm
I voted for Bodkin Arrows

However, in the interests of breaking the three way tie, I'll vote for the Staff
Title: Re: Wands Race - [Moskurg]
Post by: ATHATH on April 20, 2017, 08:55:19 pm
Spend the design on the staff and the revision on the arrows.
Title: Re: Wands Race - [Moskurg]
Post by: ATHATH on April 20, 2017, 08:56:58 pm
This thread is starting to sound a lot like Arstotzka's with all the salt and it's kinda bumming me out.
Wait, Arstotska's thread is like that all the time? Wow, evicted- you really ARE a saint.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 20, 2017, 10:16:25 pm
Change vote to the Lamellar Armor.

It'll make sense better with arrow revisions, and could produce a weapon and protection in the same turn.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 20, 2017, 10:30:27 pm
I believe anti-magic is a wunderwaffen that'll actually work. Making it mobile with a staff allows us to use it on the offensive, so we'll be as effective as we on the defence. This then allows us to convert it into something we can launch. Imagine planting one of these wands in the side of an enemy ship, into their cold tower or amongst a group of fireball wizards. They'll suddenly be unable to cast. If we can make it selective we can cast whilst they can't. This is a whole new branch of magic that is going to be (and already is) super useful, and super powerful.

I can appreciate it if you think there's some sunk cost fallacy happening here, but I believe it's worth it.

However, your suggestions of bodkins and big shields are definitely deserving of attention. I just feel they can be completed with a revision instead of a design.

There's a bunch of reasons I'm not voting for staff antimagic..  firstly, I think we've got the big prize already.  We rolled very well on the production of the antimagic spell, (6,4,5), and if we roll less well, say something with a couple threes, we'll get nothing out of it.  If we roll great, good, or okay on armor or something, we'll get something out of it.

So not really the sunk cost fallacy, but more that we've hit the big prize and further work will be going for the scraps.

Secondly, I don't think antimagic is some kind of superweapon.  If we launch a staff at a ship, one of their sailors will just walk over, pick up the hunk of wood, and drop it overboard, or they'll keep a copy for themselves.  If you mean zap the spell a long distance with a staff, it still wouldn't do much.  We've rolled sixes for effectiveness twice, and the enemy can still fling fireballs all they want.  Their boats aren't magic, so they wouldn't sink or anything.  And we don't know how to zap spells like that, so that's two design changes to do that, and likely a revision for naval use.

Thirdly, I think a lot of the effectiveness in antimagic was in the suprise.  If their heavy cavalry didn't have all-crystal weapons, we would have gotten pounded flat and lost that battle, and likely territory with it as well.  Next time, even if we do hit portable antimagic, their heavy cavalry will still be capable of stomping us flat.

Fourthly, antimagic is very easy to bypass or trump.  Similar to the last one, a bolt of antimagic does nothing to a longbowman, or a man in plate armor with a sword, or a cavalryman with a steel spear.  Or a boat.  It was helpful for the shock value and for taking away their fancy weapons, but when you take away the magic, we are left with lightly armed men wearing cloth against guys in full plate with broadswords.  That isn't a good matchup.

Fiftly, we had antimagic last turn, but we did not win.  We barely managed a draw, and we were fighting defensively with the suprise and shock from it being used for the first time.  If we had won, there would be a stronger case for it being a superweapon, but we did not.



tl;dr:  If we don't beat a 6,4,5 on the roll, we get nothing from the new design.  If we roll okay on armor, we get something useful.  If the enemy designs something like steel lances or ordinary flaming arrows, we lose, even if we roll straight sixes on antimagic staves.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 20, 2017, 11:11:37 pm
Quote
Staff of Tubikh Rrahim [4]: Kashyyk, NUKE9.13, Athath, S34N1C
Steel Lamellar [3]: Mardent23, Devastator, Detox
Bodkin Arrows []:

Okay, well, the point of this little table was that you quote it when you vote and add your vote to it, but there's few enough here at the moment it's not a big deal.

Staff it is.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on April 20, 2017, 11:14:59 pm
Happyerry is happy to add a +1 to whatever the voting bloc does, should they need it, every single turn.
Oy, I already said what I was going to vote for this turn, and now I'm going to vote for it, and it isn't anything that has a voting bloc on it.

Make a Mind Blast spell by taking our teletalk beacons and our detect thoughts spells, taking what used to be wrong with them, and designing a version that does that stuff to the target instead of the caster.

(And I think this is the current voting set?)

Quote
Staff of Tubikh Rrahim [2]: Kashyyk, NUKE9.13
Steel Lamellar [2]: Mardent23, Devastator
Bodkin Arrows []:
I vote for better armor or big shields [1]: Detoxicated
Spend the design on the staff and the revision on the arrows [1]: ATHATH
Make a Mind Blast spell [1]: Happerry

Anyway, like I said earlier, I'm happy with the anti-magic spell as is. I wouldn't mind maybe revising it next turn, but I want to try going for some low hanging fruits instead of big complicated things the next few turns, like the mind blast spell i just voted for or upgrading Cyclone Shield into actually being a longbow counter we can use on our troops, instead of just making our officers a bit tougher, or taking Lucky Strike and making a Critical Fumble curse by reversing it.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 20, 2017, 11:41:44 pm
Design: Staff of Tubikh Rrahim [5, 4, 6]

Our attempt to put the spell Tubikh Rrahim into wand form didn't go well last year, but we've learned a lot from the attempt.  Most of the groundwork has already been laid, so putting the spell into a staff goes remarkably well! 

The staff is a two-meter long length carved from the tusk of a mighty elephant.  This isn't exactly a common material, but the bazaars outside of the palace sell it readily.  By the time the staff is completed it's a work of art, truly the pinnacle of our magical prowess thusfar.  Spellwork, prayers, and holy circles crawl up the sides of the staff, and those who stare at the carvings for too long swear they can see them moving around and whisper divine secrets.  This is likely just propaganda from the mages who wield the staffs, but our men regard them with awe and respect nonetheless.

The area of effect is still limited to the size of a skirmish and still prevents any magic from being cast within - including the magic of our own mages.  While they do let us use the spell on the offensive, the staves also make the users obvious to the enemy, making them targets.  The user still must focus on the spell while casting - it's possible to multitask minor things like riding a horse, but don't expect the users to fight while casting.  Finally, it still takes a day of prayer before the user can cast again, and doesn't prevent fireballs from being cast outside of the antimagic field - but if the user can get close enough then the enemy mages can't cast anyways.  Expensive.
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on April 20, 2017, 11:44:40 pm
Perfect

Next up: either armor or arrows. Not gonna vote yet
Title: Re: Wands Race - [Moskurg]
Post by: ATHATH on April 20, 2017, 11:48:09 pm
Revise those arrows.
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 20, 2017, 11:50:06 pm
I still think we should do armor.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 21, 2017, 12:04:59 am
Quote
Bodkin Arrows: [1]  ATHATH
Armor: [1]  Mardent23
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on April 21, 2017, 12:06:17 am
We've never made lamellar before, so I think we'd need to spend a design action on it. Thus I vote Bodkins

Quote from: Vote Tally
Bodkins: [2] ATHATH, Kashyyk
Lamellar [1]: Mardent23
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 21, 2017, 12:19:29 am
Fair point.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 21, 2017, 02:22:33 am
I maintain that losing a few men is less of a problem for us than said men failing to take out the enemy whilst they do so. Thus my vote goes to

Armour-Piercing Bodkin Arrows: Where a conventional arrowhead is wide, in order to do maximum damage to its target, these arrows are tipped with small, thin, extra-pointy arrowheads, to maximise the amount of force applied to one area. They are also made of hardened steel, though the smaller size should mean the cost is not an issue.
These could reliably pierce (Arstotzka's shitty) plate armour at close range, and have a chance of doing so at medium range, giving our (horse) archers a decisive leg-up against Arstotzka's heavy infantry.

Quote from: Vote Tally
Bodkins: [3] ATHATH, Kashyyk, NUKE9.13
Lamellar [1]: Mardent23
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on April 21, 2017, 02:25:55 am
I maintain that losing a few men is less of a problem for us than said men failing to take out the enemy whilst they do so. Thus my vote goes to

Armour-Piercing Bodkin Arrows: Where a conventional arrowhead is wide, in order to do maximum damage to its target, these arrows are tipped with small, thin, extra-pointy arrowheads, to maximise the amount of force applied to one area. They are also made of hardened steel, though the smaller size should mean the cost is not an issue.
These could reliably pierce (Arstotzka's shitty) plate armour at close range, and have a chance of doing so at medium range, giving our (horse) archers a decisive leg-up against Arstotzka's heavy infantry.

Quote from: Vote Tally
Bodkins: [4] ATHATH, Kashyyk, NUKE9.13, Crazyabe
Lamellar [1]: Mardent23
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 21, 2017, 04:05:44 am
Bodkin Arrows.
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 21, 2017, 06:24:28 am
Changing my vote to Bodkins
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on April 21, 2017, 07:17:23 am
bodkins are my vote as well if i may change it again.
Title: Re: Wands Race - [Moskurg]
Post by: Sosoku234 on April 21, 2017, 08:03:31 am
Bodkins gets my vote.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on April 21, 2017, 09:55:48 am
I still think we should invent machetes for the jungle at one point, I see we have powerful spells but maybe if we tweaked our equipment a little more we could become overpowering, as it seems this war will drag on for a while, and the enemy should ot be underestimated.

We need shields, or special shield men to hold against the arrow rains in the mountains. We also need armour so our melee troops stand a chance against them. Anti-Magic is nice and all, but we shouldn't put all of our bet on one horse. We could create forcefield spells, or put our efforts to create lightning towers in the plains and desert to fortify them even more.

Here are some ideas I have:
- Lightning towers to fortify the desert and plains
- Specialized shieldmen
- A Force field spell to withhold magic fire or arrows or both

I liked the idea of the light armour you could take off, someone mentioned it before. Must I mention that I think we should upgrade our equipment.
Title: Re: Wands Race - [Moskurg]
Post by: Khang36 on April 21, 2017, 10:26:32 am
I still think we should invent machetes for the jungle at one point, I see we have powerful spells but maybe if we tweaked our equipment a little more we could become overpowering, as it seems this war will drag on for a while, and the enemy should ot be underestimated.

We need shields, or special shield men to hold against the arrow rains in the mountains. We also need armour so our melee troops stand a chance against them. Anti-Magic is nice and all, but we shouldn't put all of our bet on one horse. We could create forcefield spells, or put our efforts to create lightning towers in the plains and desert to fortify them even more.

Here are some ideas I have:
- Lightning towers to fortify the desert and plains
- Specialized shieldmen
- A Force field spell to withhold magic fire or arrows or both

I liked the idea of the light armour you could take off, someone mentioned it before. Must I mention that I think we should upgrade our equipment.

For shields how about something like the pavise.

I would provide a link to the wiki but i have no idea how to do that for this forum.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 21, 2017, 10:33:11 am
<url>Insert URL<url> with square brackets.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on April 21, 2017, 10:37:28 am
As Bodkins is an absolute certainty at this point, I'd like to talk about next turn.

I agree with Devastator and Detoxicated that we shouldn't neglect the rest of the army in favour of Anti-Magic, so I think we should spend all of next turn on something (despite how much I want to keep going on Tubikh Rrahim).

My suggestions would be to spend the design on full body lamellar armour, modelled after the Japanese Samurai. According to wikipedia, they were made of rawhide or steel and made of thousands of individual pieces that were very small and time-consuming to produce. We can abuse our population bonus in the plains to sweatshop the production of these pieces. A good role will hopefully allow us to produce enough steel armour to replace our scale, plus enough rawhide to outfit the rest of the army.

For our revision, I'd suggest large shields. There are plenty of examples that can be held in one hand with a spear in the other, or even be strapped across the back to allow both hands to be free.

PPE: A Pavise wan't typically used in melee from what I recall, but it'd definitely keep our archers alive.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 21, 2017, 10:51:06 am
We should almost certainly be working on non-magical advantages. That's what they're doing, if they've any sense. I mean, we should be seeing a dramatic decrease in the use of battlefield magic this turn, as our mages nullify theirs.

Lamellar armour is good because we can make it out of non-metal materials if we need to lower the cost, and yeah, it would give us something to use our population bonus on.

I would provide a link to the wiki but i have no idea how to do that for this forum.
I mean, just pasting a link should work. If you want to be fancy about it, doing something like

Code: [Select]
[url=your url here]Whatever[/url]
Will turn the word Whatever into a link.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 21, 2017, 11:01:06 am
Revision: Bodkin Arrows [1]

Well...that could have gone better.

When given the order to create "armor piercing arrows" our researchers...well, they tried.  As clever as the initial thought might have been, can-openers actually make terrible arrowheads. They don't fly straight, they're too nose-heavy, and the curved hook at the end doesn't quite penetrate armor.  All-in-all, the revision turns out to be an utter failure.  This is exceptionally disappointing, as it could have been the advantage we needed.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 21, 2017, 11:10:28 am
Dangit!  This is one of the reasons I wanted to use the design for gear as I didn't want to leave the new stuff rolling out this turn dependant on one single d6.
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on April 21, 2017, 11:34:49 am
Damn, that sucks. It not the end of the world, though. We can fix this next year
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 22, 2017, 11:51:17 pm
Combat for 923

The jungle is plunged into freezing temperatures this year.

Plants begin to wither and die as freezing rains douse the undergrowth in the summer and snow thinly blankets the land in the winter for the first time in thousands of years.  The inclement weather falls mostly on Arstotzkan troops due to our mastery of weather control, but our men are still surprised to see the snow after years of being deployed in the hot, humid jungle.  A snowball fight breaks out on the first snowfall of the year, but the commanders quickly put a stop to that.  It wouldn't do to be fooling about with snow when Arstotzka attacks, after all.  Despite this stance, a snowman appears outside of the officers tents and remains there for as long as the snow lasts.  The freezing rains receive a less-enthusiastic welcome than the snow - this isn't much of an issue, since it rains on the enemy's half of the jungle exclusively year-round.  Still, we Moskurgs who are even less acclimated to the cold than Arstotzka find the sudden chill that penetrates the jungle...unpleasant.

Our skirmishes find more success during the summer than they do in the winter.  Despite it being nice and dry in our territory, our soldiers huddle together and curse the cold that seeps across the border into our encampments.  Arstotzka takes advantage of this lapse in attention to launch a few surprise attacks, gaining some success.  Their men tend to shed their plate armor for these attacks for extra stealth, creeping close in the freezing dark before lighting our freezing men up with fireballs and brutal swings from their axes.  We return the favor in kind - our light calvary charges into their encampments in the dead of night, the lead horseman holding aloft a Staff of Tubikh Rrahim to dispell their crystal caltrops before they can trip our horses.  We've had to give up lulling their men into a zen state in favor of flat-out surprise attacks.   Our arrows still tend to deflect off their armor unless shot in mass or blessed by Lucky Strike, sadly.  Still, their men tend to be unarmored during our ambushes, so the end result is that both sides do terrific damage to one another.

In main combat we've begun using the Staff of Tubikh Rrahim rather than spell circles to give our wizards the extra mobility.  Their calvary troops have abandoned their crystal lances entirely, and their officers carry a broadsword as back up with their crystal axes.  With this change our crystal-dispelling magic isn't as effective.  We've used up our element of surprise last year.  It is unpleasant to note, however, the wizards wielding the Staff of Tubikh Rrahim seem to be prime targets for their anti-mage troopers.  They're shot dead wherever they appear.  Additionally, their broadswords are extra effective against our unarmored troops when used.  Some of their men still prefer axe and shield in the dense undergrowth (which is growing less dense as their Tower of Frost does its work) but they're dealing tremendous damage.

Our offensives occur almost entirely during the summer, when the clouds cooperate and allow lightning to be called down from above.  Snow-bearing clouds are less inclined to produce lightning, which is a worrying development.  The mages wielding staffs do their best to get in range of Arstotzkan wizards, and when they do their mages see fireballs fizzle out on their fingertips.  This is only a temporary advantage, however - the ivory staffs are very noticeable, and the users are very vulnerable to arrows.  That, coupled with the ease at which broadswords cleave through unarmored troops, sends our soldiers fleeing soon after each attack.  A cheer goes up from their men as they force us back and take a section of the jungle.  We can't escape the cold, either - their tower creeps closer as they gain land.  This year was a disaster.

Spoiler: Wizard Battle (click to show/hide)

The Theatre Commander is overcome by despair.  As great as the staffs are, they can't be used if their Anti-Mage hunters shoot the users dead at every turn.  Their tower is also a problem - they've limited us to assaults only during the summer to allow use of the Hammer of Allah, and even that may soon disappear.  Our men hate the cold, and it severely hampers our combat capabilities.  If they were comparable to Arstotzkan troops it wouldn't be such a problem, but our army is quickly becoming out-classed by the opposition.  We need armor.  We need mage protection.  We need something to take down that accursed tower. 


Arstotzka gains ground in the jungle.

With no new advancements to be used on the seas, neither side makes advancements here.  The Staff of Tubikh Rrahim has too small of a range for the arrow-based combat that makes up the majority of sea combat, so it is not deployed.

The Theatre Commander once again mentions how useful a longer-range Teletalk wand would be for use on the high seas.  He also asks if we could make the Spear or Hammer more accurate, to allow us to strike down on Arstotzkan ships from a safe distance.

Neither side makes coastal gains in the Western Sea.


Revision Credit!!!  Reports from the field are especially poor this year.  We know that Myark and al-Mutriqa met in the chaos of the jungle, and that al-Mutriqa was wounded and escaped, but the details of the conflict are unclear.  Our commanders are frustrated with the lack of information, especially since al-Mutriqa seems unwilling to discuss the encounter.  Please interview witnesses on the battlefield and compile a report of exactly what occurred.  Whichever side has the most well-documented version of the incident - regardless of how conflicting the reports are - will gain a revision credit for the next year.



It is 924, the Design Phase.

Spoiler: State of Forenia, 924 (click to show/hide)
Spoiler: Moskurger Equipment (click to show/hide)
Spoiler: Moskurger Spells (click to show/hide)
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on April 22, 2017, 11:55:53 pm
Create samurai armour, even if we failed we need better equipment all over...
i think the armour is called lamellar.
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 23, 2017, 12:05:26 am
+1. I had brought it up last design phase, but  it lost to the anti magic staff. There were also variants of it ( lamellar) within the  Middle east and Asia, and was more popular in some locations than scale armor due to increased mobillity. Plus, with lamellar armor, we wouldn't have to get rid of our padded armor, the padding would just be an underlayer.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 23, 2017, 12:18:26 am
Real armor, please
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 23, 2017, 12:20:12 am
EDIT: I did not specify that Moskurg lost ground in the jungle.  That is the case.  The jungle is now 2/4 Moskurg to 2/4 Arstotzka.
Title: Re: Wands Race - [Moskurg]
Post by: ATHATH on April 23, 2017, 12:23:44 am
Create samurai armour, even if we failed we need better equipment all over...
i think the armour is called lamellar.
+1
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 23, 2017, 02:47:04 am
Hmmmm.

Lets put more effort into developing anti-magic.

Sounds good. Let's do

Lamellar Armour: Similar to scale, lamellar consists of hundreds of individual pieces which join into one cohesive, flexible whole. Unlike scale, lamellar is not attached to a  leather backing, but rather the square pieces are all attached to each other, sort of like chainmail. Sort of. The squares can be made out of anything, from steel to hardened leather to even paper? (No, really). I think we'll go for the steel/leather version.
Whilst being as effective as scale, lamellar is more flexible. Thanks to our large population, mass production should not be an issue, as we can afford to give each smith a dozen apprentices to help him manufacture the small pieces and put them together.
Whilst we would obviously love to equip our entire army with steel lamellar, if that proves prohibitively expensive, hardened leather could be substituted for the common soldier. It's still a lot better at blocking arrows than padded armour.



Spoiler: Wizard Duel (click to show/hide)
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 23, 2017, 11:54:51 am

Whilst being as effective as scale, lamellar is more flexible. Thanks to our large population, mass production should not be an issue, as we can afford to give each smith a dozen apprentices to help him manufacture the small pieces and put them together.
Whilst we would obviously love to equip our entire army with steel lamellar, if that proves prohibitively expensive, hardened leather could be substituted for the common soldier. It's still a lot better at blocking arrows than padded armour.
  Just want to add something on. We can use the padded armor  as a base layer, due to lamellar not being attached to a backing. So really, we don't need to replace anything.
Also, for revisions, should we go back to  bodkins, or start revising our shields?
Title: Re: Wands Race - [Moskurg]
Post by: ATHATH on April 23, 2017, 12:23:46 pm

Whilst being as effective as scale, lamellar is more flexible. Thanks to our large population, mass production should not be an issue, as we can afford to give each smith a dozen apprentices to help him manufacture the small pieces and put them together.
Whilst we would obviously love to equip our entire army with steel lamellar, if that proves prohibitively expensive, hardened leather could be substituted for the common soldier. It's still a lot better at blocking arrows than padded armour.
  Just want to add something on. We can use the padded armor  as a base layer, due to lamellar not being attached to a backing. So really, we don't need to replace anything.
Also, for revisions, should we go back to  bodkins, or start revising our shields?
I think that we should go for bodkins again.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 23, 2017, 12:28:25 pm
Did our antimagic do anything to stop fireballs?
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 23, 2017, 12:31:46 pm
As I've said before several times, the antimagic does not stop fireballs cast outside of the area of effect.  It does prevent fireballs when the caster is inside the area of effect, however.
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on April 23, 2017, 01:00:59 pm
+1 to armor
And I think we should try bodkins again
Title: Re: Wands Race - [Moskurg]
Post by: Sosoku234 on April 23, 2017, 07:33:58 pm
+1 to armor
And I think we should try bodkins again
+1
Title: Re: Wands Race - [Moskurg]
Post by: ATHATH on April 23, 2017, 08:19:04 pm
We made it to 50 pages! Woot!
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 23, 2017, 08:22:11 pm
And with that, we are pretty much done with our design phase! For revisions, is everyone cool with bodkins?
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 23, 2017, 08:34:17 pm
Design: Lamellar Armor [2+1-1, 6+1-1, 2]

The prohibitive cost with Lamellar Armor is the manhours it takes to assemble a full suit for a soldier and the steel required.  Luckily, with a surplus of men from the plains, we can assemble guilds to crank out enough lamellar to cover every foot soldier in the Moskurg army by next year.  Plus, the flexibility of the armor allows us to sheath even those who require mobility - such as our archers, horse archers, and even our mages - within its protective confines.  We've even played with the idea of making suits for our horses and giving ourselves our first unit of Heavy Calvary, but we've had our hands full designing it for the common soldier.

It's certainly much better than padded armor (which it can be worn on top of in colder areas) but it comes with its own set of problems.  The steel plates, requiring a resource we have less of than our opposition, is made as thin as possible to stretch our supplies.  They'll still turn a spent arrow at long range or a glancing blow from a broadsword, but at medium range their longbows still punch right through.  The armor also requires frequent maintenance, and our soldiers who are used to having nothing made of metal beyond their buckler and spear-tip tend to let the armor go to rust.  The string that holds the plates together is likewise in need of frequent maintenance, as it will fray on its own in time.  In combat the armor will deflect a glancing blow, but the string can be frayed or cut and result in portions of the armor coming apart at the seams in the midst of a fight. 

It's certainly better than padded armor on its own, but still utterly inferior to the enemy's plate armor. Surprisingly enough, Cheap.
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 23, 2017, 08:42:03 pm
Actually, I thought we made them(lamellar) out of leather.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 23, 2017, 08:49:57 pm
Actually, I thought we made them(lamellar) out of leather.

Lamellar Armour:
-snip-
Whilst we would obviously love to equip our entire army with steel lamellar, if that proves prohibitively expensive, hardened leather could be substituted for the common soldier.
-snip-

It did not prove to be prohibitively expensive.
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 23, 2017, 08:53:23 pm
I see.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 23, 2017, 09:49:46 pm
I would like to do the revision and combat phase tonight, if we can.  If not, nbd.
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 23, 2017, 09:51:27 pm
 Do we all agree on bodkins?
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 23, 2017, 09:54:01 pm
I count votes for a phase only when that phase starts.

The current vote tally looks as such:

Quote
None: [ 0 ]
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 23, 2017, 10:01:19 pm
+1 for bodkin arrows.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 23, 2017, 10:20:24 pm
Quote from: copy and paste this when you vote
Bodkin Arrows: [1] Mardent23
I'll do the revision phase in about an hour from now.
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on April 23, 2017, 10:37:29 pm
+1 for bodkin arrows.
+1
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 23, 2017, 10:42:12 pm

Quote from: PLEASE copy and paste this when you vote to make the GM's job easier
Bodkin Arrows: [2] Mardent23, S34N1C
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 23, 2017, 10:44:29 pm
 Also, we haven't scrapped the  padded armor, it's just the base layer for our lamellar.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 23, 2017, 10:47:33 pm
Also, we haven't scrapped the  padded armor, it's just the base layer for our lamellar.

Yep, I mentioned as much in the Design phase.
Title: Re: Wands Race - [Moskurg]
Post by: ATHATH on April 24, 2017, 12:13:48 am
Is anybody NOT going to vote for Bodkin Arrows?
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on April 24, 2017, 01:50:30 am
Quote from: Vote Counter
Bodkin Arrows: [2] Mardent23, S34N1C
Cyclone Shield Upgrade: [1] Happerry
My vote is to upgrade the Cyclone Shield, which last time it came up wasn't very effective and wasn't easy to cast. If we can make it better enough to actually counter the enemy arrows, and cheap enough to protect all our staff using wizards with, we should completely counter their anti-wizard troops.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 24, 2017, 02:04:40 am

My vote is to upgrade the Cyclone Shield, which last time it came up wasn't very effective and wasn't easy to cast. If we can make it better enough to actually counter the enemy arrows, and cheap enough to protect all our staff using wizards with, we should completely counter their anti-wizard troops.
Problem with that is, their own anti-magic would dispel the shield :/
Quote from: Vote Counter
Bodkin Arrows: [3] Mardent23, S34N1C, NUKE9.13
Cyclone Shield Upgrade: [1] Happerry
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on April 24, 2017, 02:07:17 am
Problem with that is, their own anti-magic would dispel the shield :/
Would it? The only spell that I've noticed it countering so far is the zen trance spell, which is basically an enchantment cast on them. If it could mess with enchantments casted on us, I'd think that we'd get notified that something was screwing with our Lucky Strike and Teletalk spells.

As that has not been happening, I highly doubt it'd do anything to our Cyclone Shields.

Edit : Oh wait you mean our own anti-magic, not their anti-magic. Hum.

Well, actually, come to think of it, if it doesn't turn off Fireballs casted outside the effect, couldn't we just cast the Cyclone Shield first and then cast the Anti-Magic?
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on April 24, 2017, 02:25:24 am
My other suggestion would be Large Shields. Take the same amount of metal in a buckler,  but spread out over a larger area and back with wood for durability. This shield measures from the floor to a man's ribcage and comes with straps for the forearm and hand, plus a longer one to allow a shield to be slung across the shoulders. This will allow a soldier to fight with a one handed or two handed spear as before and offer them much greater protection against attacks. Cavalry can also allow the shield to be slung over the shoulder like a satchel, defending one side completely.

I would however be quite happy with bodkins,  I just want to offer an alternative and see what people think.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 24, 2017, 02:34:22 am
We have already spent a revision trying to develop bodkin arrows. Our second attempt should be much easier- I expect to get a +1 to the roll.
And as I've said, our offensive ability is more important than our defensive one.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on April 24, 2017, 04:39:50 am
+1 bodkin arrows
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 24, 2017, 07:35:10 am
+1 to bodkins  (if this fails, I'm content to ignore it from now on and just act like it's impossible for us to do.)

Hmm, need something for the revision credit.

Spoiler: Battle Submission (click to show/hide)
Title: Re: Wands Race - [Moskurg]
Post by: Sosoku234 on April 24, 2017, 07:47:36 am
+1 for bodkin arrows.
+1
+1
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 24, 2017, 08:26:55 am
Quote from: Vote Counter
Bodkin Arrows: [6] Mardent23, S34N1C, NUKE9.13, Detoxicated, Devastator, Sosoku234
Cyclone Shield Upgrade: [1] Happerry
Large Shields: [1] Kashyyk
GM has asked us real nice to do our votes like ^this^, folks.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 24, 2017, 09:20:47 am
Quote from: Vote Counter
Bodkin Arrows: [6] Mardent23, S34N1C, NUKE9.13, Detoxicated, Devastator, Sosoku234
Cyclone Shield Upgrade: [1] Happerry
Large Shields: [1] Kashyyk
GM has asked us real nice to do our votes like ^this^, folks.

Thank you.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 24, 2017, 10:35:27 am
Revision: Bodkin Arrows [1+1]

The task for creating armor-piercing arrows is passed off onto a few apprentices, as the mundane nature of the task is far too boring for our wizards.

Thankfully, more specifics are given this time beyond "armor-piercing" and a workable design results.  Arrows are capped with a small, steel point filed down into a needle.  Unfortunately, the thin needle point has a tendency to get bent out of shape before use and prevent the arrow from flying true.  While the arrowheads are more successful at punching through armor than standard arrows, they'll frequently deform on impact.

They...work, at least.  They have a slim chance of penetrating armor at medium range, and a modest chance at close range.  The silver lining is that these needles are rather intimidating and might give an Arstotzkan soldier second thoughts before charging into a hailstorm of them.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 24, 2017, 10:48:25 am
Mm, that's some good Moskurg LuckTM
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 24, 2017, 10:53:36 am
Yeah, it's sucky luck, but I gotta be a fair GM.  The game breaks down the second I start fudging numbers.

Fun fact: did you know it's less than a 3% chance to roll two 1's in a row?
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 24, 2017, 10:54:08 am
 At least we have something.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 24, 2017, 11:05:41 am
Yeah, it's sucky luck, but I gotta be a fair GM.  The game breaks down the second I start fudging numbers.

Fun fact: did you know it's less than a 3% chance to roll two 1's in a row?
I ain't complaining. I mean, I am, but only to the RNG. You've done nothing wrong.
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 24, 2017, 11:12:12 am
In our next revision phase, we  should probably focus on Lamellar, mostly because of the potential it has. Also, evicted, are we still doing orders?
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 24, 2017, 11:27:55 am
You can issue orders if you want.  They are still rolled at disadvantage for complexity, though.

You guys got your Martyr because Arstotzka botched an order.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on April 24, 2017, 11:44:18 am
Well. Here's hoping they tried something ridiculously ambitious and drowned in maluses,  because there's no way they'd be rolling natural ones :p

*grumble grumble*
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on April 24, 2017, 12:07:55 pm
Id like to see a force field spell.  Preferably a cheap spell that can hold off physical attacks such as arrows and fireballs.
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on April 24, 2017, 12:46:30 pm
Order: Begin gathering objects made from steel from normal citizens to help increase our total metal pool. This is meant to help thicken some of our armor, if not all of it.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 24, 2017, 01:12:14 pm
Order: Begin gathering objects made from steel from normal citizens to help increase our total metal pool. This is meant to help thicken some of our armor, if not all of it.
I think that both nations' industries are geared towards maximum military production already. I doubt we can squeeze more metal out of folks with an order.

Id like to see a force field spell.  Preferably a cheap spell that can hold off physical attacks such as arrows and fireballs.
Hmm, hmm. Some sort of... shield. Possibly made out of... wind? A sort of wind shield, or perhaps 'cyclone shield'.
:P
We already have that. It wouldn't hurt to upgrade it, though. We might use a revision to make it strong enough to deflect fireballs, or have a larger area of effect.
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on April 24, 2017, 01:14:39 pm
I think we've kinda gotten in our own way on that, what with the anti-magic. We would probably just end up dispelling our own shields.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on April 24, 2017, 01:16:46 pm
I imagine the spell to be a ritual that is cast by two or more ages. If two mages cast it a wall of wind comes to be between the two casters. If more cast the spell a dome of that wind shield comes to be.
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on April 24, 2017, 01:29:46 pm
Honestly, I'm having a bit of designers-remorse with the Tubikh Rrahim. It took way too long to get right, and gave the enemy a huge lead in terms of designs. We're really going to have to kick it into overdrive if we want to catch up
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 24, 2017, 01:30:31 pm
I have an idea for the next design phase.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on April 24, 2017, 02:00:27 pm
I'm still of the opinion that a selective Tubikh Rrahim would make it worth it.
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on April 24, 2017, 02:32:58 pm
I have an idea for the next design phase.
do tell?
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 24, 2017, 02:37:43 pm
In essence,  a Rust Monster breeding program. For those of you who haven't played DND, Rust Monsters are  giant, metal-eating cockroaches.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on April 24, 2017, 03:31:05 pm
Sounds intriguing, though I am not even sure if there were any mentions of such beasts in this world.

Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 24, 2017, 03:36:46 pm
Which is why I have a backup, in case my original plan gets banned.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on April 24, 2017, 04:00:40 pm
Still I feel that the wind barriers might be important. Again this is to counter their powerful equipment and their spells. I think if we get even with them in terms of defense we can go to test more offensive designs.
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 24, 2017, 04:03:26 pm
Fair point.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on April 24, 2017, 04:21:00 pm
After that is said, I wanna tell you I like the idea very much, a rust monster army would be terrifying to their army.
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 24, 2017, 04:23:44 pm
For revisions,  I was thinking of creating rust wind, by modifying our existing gust spells, after we iron out the Lamellar, of  course. I'll try and work on a way to bring down the tower.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 24, 2017, 04:28:33 pm
We'll want earthquakes or volcanoes to distrupt the arstotzkan hold on the mountains.

...Volcanos sound better, we'll 'warm them up' with one :D
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on April 24, 2017, 04:34:57 pm
I think we should go back to a design someone proposed a while back: Ballista. Adds some extra range for our ships and on land.  Also makes it super easy to fire staves of Tubikh Rrahim at enemy casters.  If we miss that's some magic negated. If we hit that's some magic negated forever.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 24, 2017, 06:47:30 pm

Combat for 924

After Arstotzka's push from last year, they've managed to maintain their momentum, despite our best efforts.

Skirmishes see Moskurg deploying a new, deadly weapon this year - arrows, with their metal tips filed down to a needle point.  Once again their caltrops do nothing to stop us as we charge into their camp in the dead of night, the lead rider holding aloft an ivory staff that snuffs out magic all around it.  Our horse archers use our new arrows to deadly effect; at nearly point blank range, the dreaded needle arrows punch through steel plate to dig into flesh beneath.

Well.  At least, some of them do.  The arrows have a tendency to crumple if they hit a particularly thick section of armor, and when they do penetrate they're not always lethal.  Still, they dig into the flesh beneath the steel when they do punch through, wounding men in armor.  The narrow arrows do less damage to unarmored men than regular arrows, but their soldiers aren't happy to have over-sized sewing needles shot into their midst.  Despite being less lethal than Arstotzkan ashwood arrows, this frightening new weapon causes discontent amongst their men.

Their skirmishes go equally well, unfortunately - our men still aren't used to the cold weather Arstotzka has foisted upon them, and time and time again they let their guard down.  They punish us severely for it, riding in with their plentiful heavy calvary and laying about where they can.  Their foot archers creep into range before sniping into our encampments, and before we can organize a counter attack they're gone.  Skirmishes are more or less even this year, with neither side doing more damage than the other.

The melee's have increased in lethality, however.  Moskurg needle arrows tend to dig into Arstotzka wooden shields at medium range, and at close range they can cause superficial wounds that hamper their mens fighting capabilities.  Of course, at all ranges our arrows tend to find their way into eyeslits and armor gaps thanks to lucky strike.  Arstotzkan arrows return the favor when they can find their way through the wind and rain, punching through our thin  Lamellar Armor.  Our inexperience with armor crafting shows.  Despite outfitting each man in a coat, the armor us frequently rusted and too thin to stop longbow arrows inside of long range.  It's not particularly adept at melee combat, either - a single blow will tear it to shreds, causing the threads to snap and leaving the soldier open for a second attack.  Even though it's utterly, utterly inferior to Arstotzkan armor, it does give our men more flexibility and buys them a few extra seconds of life.

A frightening new development has occurred; our wizards, already prime targets for Arstotzkan archers, are being cut down with alarming frequency.  Our mages cloak themselves in whirling cyclones of wind when not casting, but they must eventually drop their shield to cast their lightning and lucky strike.  When they do, they are quickly shot down - with the ruthless efficiency of trained killers.  Without al-Mutriqa to pick up the slack, we are pushed back another section in the jungle.  Those who surrender to Arstotzka are brutally, mercilessly executed in plain view.

Things do not go well for Moskurg.



The Theatre Commander is haggard from lack of sleep.  He stays up at night, pouring over battle plans to give our men some advantage over the enemy.  He urges you to fix the problems with the Lamellar Armor, as it's not doing enough to keep our men alive.  He also asks if there's any way you can improve the bodkin arrows - they're a much needed weapon, but their inconsistency is hampering our ability to fight at long range. 

But - and perhaps most importantly of all - you must do something about our mages getting snipped before they can cast.  He doesn't care how you do it, or what the cost is.  We cannot win this war if we lose continue to lose them.

Arstotzka gains ground in the jungle.



With no new advancements to be used on the seas, neither side makes advancements here.

The Theatre Commander points out that he could deploy troops behind enemy lines, if he could disperse the enemy fleet.  Better coordination, or a better offensive weapon would give us the edge we need on the high seas.

Neither side makes coastal gains in the Western Sea.


Revision Credit Results:  
Moskurg: 2 reports + (1d4 = 1) = 3
Arstotzka: 3 reports + (1d4 = 1) = 4

Arstotzka has compiled a more thorough report of the incident regarding al-Mutriqa and Myark, and gains a revision credit for this coming year.


Spoiler: Devastator's Report (click to show/hide)
Spoiler: NUKE9.13's Report (click to show/hide)


It is 925, the Design Phase.

Spoiler: State of Forenia, 925 (click to show/hide)

Spoiler: Moskurger Spells (click to show/hide)
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on April 24, 2017, 06:59:27 pm
Ok, Order : Make a dedicated unit of Wizard Bodyguards.

Also I highly suggest we upgrade Cyclone Shield this turn so it's not a sustained spell, but a proper enchantment.
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 24, 2017, 06:59:31 pm
Well, crap. Revision wise, Lamellar is our highest priority. Can we use a design phase to improve what we already have? You know what? Screw chivalry, I've got a design idea.

 The Winds of the Wastes:  By  modifying our gust of wind  spell, we  can create effectivly, an ecological  WMD.   The elementally charged winds will reduce the jungle to a flat desert wasteland( perfect for our soldiers) .  Furthermore,  anything the wind comes into contact with will be broken down to their base magical elements, which is then transmuted into sand and local  predators. In short, we can form  a  swath of desert, nullyfing whatever  advantage they might have. In their  plate armor, without knowledge of any  sources of water, our troops can let the elements do their work.
Order. Remove as many soldiers  as we can from the jungle. If any brave Martyrs seek to stay behind, than so be it.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 24, 2017, 07:12:51 pm
Ok, Order : Make a dedicated unit of Wizard Bodyguards.

The organization, equipment, and training that would go into this would require it to be a design to be successful, although if you roll well during the order I don't see any reason why it wouldn't work.  Reminder: failed orders tend to backfire, such as when Arstotzka gave Moskurg Brave Maealij Albarq, the Martyr.

Can we use a design phase to improve what we already have?

Yes, it is possible to do that, although I'd advise being bold with the revision you make.  Design phases are more powerful than revision phases, and in general more useful in designing new things.
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 24, 2017, 07:22:13 pm
+1 to the Winds of  the Wastes.
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 24, 2017, 08:24:15 pm
  Is  anyone else going to vote?
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 24, 2017, 08:34:48 pm
I don't think we can manage a widescale ecological spell, as they already have one operating in this theatre.  At best we might cancel it out, which would definately help us, but not win it single handedly.

I'm also against making our antimagic selective, for a couple of reasons.  We're trying to fix a very good spell already, which is hard, but more importantly, we don't have any danger-close spells for which we need our antimagic to be down to cast.  All our spells operate at a distance.  Secondly, we have wand magic, so we can probably cast any theoretical danger close spells quickly, which means we don't need much time to cast them, so we could, say, have antimagic go down, a bunch of guys with lightning wands jump out, blast away, and have antimagic go right back up quickly.

What I do think we have is a great opportunity.  There are a lot of ways to counter their assassin squads or whatever they're attacking us with.  Here's a couple that come to mind:

Pavise Shields:  If a guy with a big shield jumps out when the gales go down, we block the shots quite well.  And it would be useful for covering our own foot archers, or approaching positions in the mountains.  Might be revision capable, but a design should work well enough.

Revised Gale shield, to go on a wand, so we could keep the spell going while the mage readies the next spell.  That should work fine, barring a 1.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 24, 2017, 08:38:14 pm
Quote from: Vote Counter
Winds of the Waste: [1] Mardent23

Alright, from now on unless it's compiled in a vote tally box like this, I'm not counting the votes.
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 24, 2017, 08:41:12 pm
Alright.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 24, 2017, 08:49:55 pm
Strategically I'm thinking we should do one of a couple things right now:

1:  Expand the field.  They have an advantage with their weather tower, but that tower is only in one area.  If we can start the battle somewhere else, say the mountains or their tundra, we'll cut that advantage in half.

2:  Double down in the Jungle.  This means we either try to take it out, or try to swing things a little further our way.

In either case, I think we can handle their anti-wizard stuff with only one of our two actions, leaving the other one open to improve something related to the fronts.  If we design pavise shields, for instance, we should revise something for the mountains and attack there, as the pavise shields would really help us get up those open hills.  A mountain rev could be something general like our armor, or something more specific like cheapen our heroism wand so we can have a squad of rough bastards to take out strongpoints or fight through breaches.  A pavise shield might help in battle, too, as our primary weapon is a spear, and so our second line could stab forward from behind the guys with big shields taking longbow arrows at the front of the battle line.  They could also be hide-covered to provide some assistance against fireballs.

If we go for the jungle, then I'd probably go with Revised Gale Shield to put it on a wand, and then do something like Design: Acid Fog, which, as they're happy to fight in mists, and we have wind spells to push fogs around, should be very, very fun to use.

There's also what I like, Plan C, where we surrender our actions this turn to double-down on the next, and do a Design: Theoretical for our next turn design and a stopgap revision this turn.  If we can do a 180 next turn and keep them from securing the jungle or invade both the mountains and their tundra or something like that, it'll be worth it.  If we do that, I want my Pegasai, as a squadron of pegasus riders with a staff of antimagic should be able to nail their tower down, and provide big advantages in general fights in the jungle and the mountains.  Remember, firing up is hard and bows lose a lot of power doing that, Fire Emblem notwithstanding.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 24, 2017, 08:56:24 pm
Also:
Quote from: Vote Counter
Winds of the Waste: [1] Mardent23
Acid Fog: [1] Devastator
As they stand right now.  Although I keep changing my mind as to if that or a big shield would be a better choice.
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 24, 2017, 09:10:22 pm
I understand  my idea was kind of fire and brimstone, but we need a big terrain advantage.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 24, 2017, 09:15:19 pm
I understand  my idea was kind of fire and brimstone, but we need a big terrain advantage.

If we can zero theirs, (go plan C), the Jungle reverts to +1 us for being hot.

I'm not against big terrain altering spells, just worried that it might only counter what they have.  With antimagic, we might be able to take it out with something that provides other benefits.

Oh, and What does the martyr do for us?
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 24, 2017, 09:16:40 pm
Treat the martyr the way you would a controlled territory.  If you can find some way to use it, feel free to do so.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 24, 2017, 09:18:37 pm
hmm, controlled territories provide bonuses to rolls about the related items, yes?  Could probably use it to boost a design roll then.  That would make plan Pegasus more viable.  ;-)
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on April 24, 2017, 09:20:03 pm
Quote from: Vote Counter
Winds of the Waste: [1] Mardent23
Acid Fog: [1] Devastator
Pavise Shield: [1] S34N1C
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 24, 2017, 09:23:04 pm
 If you were to go one with the gale shield idea, you could make a series of small, enchanted stakes, each forming a large Gale shield.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 24, 2017, 09:26:42 pm
If we go with shields, the martyr should be good enough to get one escorting our mages to provide cover without risking an order backfire.  The mage died for you, and we got you these big shields, so give us one too.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on April 24, 2017, 09:30:51 pm
Windwall:
This spell allows two or more mages to cast a line between them which creates a wind wall that can hold off fireballs. The more mages cast on the spell the greater the area can be.
Quote
Winds of the Waste: [1] Mardent23
Acid Fog: [1] Devastator
Windwall: [1] Detoxicated
Pavise Shield: [1] S34N1C
Title: Re: Wands Race - [Moskurg]
Post by: Egan_BW on April 24, 2017, 09:38:14 pm
Feckin Pegasus horse archers!
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 24, 2017, 09:41:11 pm
I suppose I should change over to that, then.  Theory would probably be better, though, as it's a new field and next turn is the one that'll really matter.

Quote
Winds of the Waste: [1] Mardent23
Acid Fog: []
Windwall: [1] Detoxicated
Pavise Shield: [1] S34N1C
Theoretical Summon Pegasus: [2]Egan_BW, Devastator
Title: Re: Wands Race - [Moskurg]
Post by: Egan_BW on April 24, 2017, 09:43:27 pm
Approve of theoretical thingy!
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 24, 2017, 09:44:28 pm
Approve of theoretical thingy!
Okay, this idea is awesome!  But could we please revise Lamellar?

Quote
Winds of the Waste: []
Acid Fog: []
Windwall: [1] Detoxicated
Pavise Shield: [1] S34N1C
Theoretical Summon Pegasus: [3]Egan_BW, Devastator, Mardent23
[/quote]
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on April 24, 2017, 09:53:38 pm
Definitely, once the revision phase starts. It would have been awesome if we had gotten the revision credit, but we'll just have to make do.
Title: Re: Wands Race - [Moskurg]
Post by: ATHATH on April 24, 2017, 11:09:04 pm
Quote
Winds of the Waste: []
Acid Fog: []
Windwall: [1] Detoxicated
Pavise Shield: [2] S34N1C, ATHATH
Theoretical Summon Pegasus: [3]Egan_BW, Devastator, Mardent23
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 24, 2017, 11:45:47 pm
I'm sorry, I'm having a bit of trouble understanding what application you'd like flying horses to have?

If you could explain the purpose a bit clearer, I can tailor the design accordingly.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 24, 2017, 11:46:50 pm
To carry our horse archers to rain fire upon our enemy from altitude.  Or to allow our people to move behind enemy lines, or distances at great speed.  Or to observe territory from the air.

In general, flying mounts.  Given that we have an army of relatively lightly armed horse archers, having an altitude advantage should be immense.  Bows have a much shorter range upwards, after all.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on April 25, 2017, 12:01:18 am
Quote
Winds of the Waste: []
Acid Fog: []
Windwall: [1] Detoxicated
Pavise Shield: [2] S34N1C, ATHATH
Theoretical Summon Pegasus: [3]Egan_BW, Devastator, Mardent23
Design Order - Mage Bodyguards: [1] Happerry
As I suggested them, I'm voting for the bodyguards.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 25, 2017, 02:30:38 am
Hmm. Kind of disappointing that the revision credit came down to quantity over quality. Like, if we'd known that, everyone would've written something. Which means you can never do another design/revision credit like this, because it would just come down to 'which side has more designers'.
Eh, whatever.
Also, do we get to see the reports the enemy wrote, or what? I'd be more satisfied with the result if they all turn out to be masterpieces.



Alright. I think shields are where it's at. They can help increase the survivability of our mages, and having something to block arrow fire from above would let us strike into the mountains once more.

Pavise Shields: A large wooden shield, covered in a layer of canvas, with a ridge running down the middle for strength. They have a spike at the bottom, allowing them to stand up by themselves. Simple and cheap to make, these shields are of limited use in close combat, but are excellent at protecting archers and mages from arrows, and to a lesser degree fireballs. Smaller versions can be worn across the back by cavalry, or carried into combat by spearmen, giving them heightened survivability as well.

Quote
Winds of the Waste: []
Acid Fog: []
Windwall: [1] Detoxicated
Pavise Shield: [3] S34N1C, ATHATH, NUKE9.13
Theoretical Summon Pegasus: [3]Egan_BW, Devastator, Mardent23
Design Order - Mage Bodyguards: [1] Happerry

Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on April 25, 2017, 07:30:04 am
I mention again, the Ballista.

An enlarged compound bow, set upon a stand, this weapon can be mounted on ships or deployed in battle and is serviced by two men. Used by the Roman Empire (https://en.wikipedia.org/wiki/Scorpio_(weapon)) itself, this is an ancient yet deadly weapon that will pierce plate armour from beyond longbow range, even without bodkins. With limited difficulty, Staves of Tubikh Rrahim can be launched at the enemy as well. Even if the anti-magic only lasts for five minutes, that is a long time during a battle. This will allow us to outshoot their warships and shut down their casters, making it safer to come into bow range. It will give us another way to take down their plate armour, reducing the reliance on our subpar bodkins. It will allow us to keep our mages out of bow range, making sure they will be available for future combats.

Quote
Winds of the Waste: []
Acid Fog: []
Windwall: [1] Detoxicated
Pavise Shield: [3] S34N1C, ATHATH, NUKE9.13
Theoretical Summon Pegasus: [3]Egan_BW, Devastator, Mardent23
Ballista: [1] Kashyyk
Design Order - Mage Bodyguards: [1] Happerry
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 25, 2017, 07:38:33 am
I'm not sure we can throw staffs, the spell seems to be centered on the caster, so we'd need to shoot mages from a ballista, which doesn't seem like a good idea.

I'm going to change my vote to Pavise Shields, simply to break the tie.  And I don't have absolute confidence in the high-risk 2-turn plan, even if I like it a lot.

Quote
Winds of the Waste: []
Acid Fog: []
Windwall: [1] Detoxicated
Pavise Shield: [4] S34N1C, ATHATH, NUKE9.13, Devastator
Theoretical Summon Pegasus: [2]Egan_BW, Mardent23
Ballista: [1] Kashyyk
Design Order - Mage Bodyguards: [1] Happerry
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 25, 2017, 08:43:56 am
Hmm. Kind of disappointing that the revision credit came down to quantity over quality.

I was simply doing the revision credit the same way Iituem had.  I was simply wary of doing purely judgement-call based decisions.  And, to be fair, the revision credit stated it would go to whoever had the "Most well-documented version of the incident - regardless of how conflicting the reports are - will gain a revision credit for the next year."

You are right though, it should be quality over quantity and the next credit will be as such.

And if it's any consolation, if I was going by quality then Arastotzka won by a mile anyways.

Ill post them all in the main thread.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 25, 2017, 11:20:33 am
And if it's any consolation, if I was going by quality then Arastotzka won by a mile anyways.
It is, and having read their reports I agree completely.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on April 25, 2017, 12:02:00 pm
Quote
Winds of the Waste: []
Acid Fog: []
Windwall: []
Pavise Shield: [5] S34N1C, ATHATH, NUKE9.13, Devastator, Detoxicated
Theoretical Summon Pegasus: [2]Egan_BW, Mardent23
Ballista: [1] Kashyyk
Design Order - Mage Bodyguards: [1] Happerry
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 25, 2017, 12:09:30 pm
Design: Pavise Shields [5, 2, 5]

With our mages being shot to death before they can even cast it is very apparent we need some kind of protection from arrows.  This need gives birth to the Pavise Shield.

A Pavise Shield is large, flat surface with a central ridge that stands as high as a mans chest.  While primarily made of wooden planks, the shield is rimmed tightly by a steel frame and riveted in place.  A spike juts out from the bottom allowing it to be planted firmly in the ground.  The front can be painted to feature all sorts of emblems to embolden the user and discourage the enemy, but they are all currently bare wood.

The shields are thick and heavy enough to stop any arrow, even at point blank range.  They are a bit cumbersome however, requiring both hands to carry in front, but they can be slung across a soldiers back when not in use.

The only downside is that since each shield produced is of extremely high quality we can not manufacture enough to outfit our entire army.  At the moment all shields are going to our mages in a desperate attempt to keep them alive longer than a few seconds on the battlefield.  Very Expensive.
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 25, 2017, 12:12:20 pm
Okay. On to revisions.



Quote
Lamellar Armor [Mardent23]
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 25, 2017, 12:33:35 pm
We might want to rev that so we can use it in the mountains.  Or rev the armor.
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on April 25, 2017, 12:58:13 pm
Code: [Select]
Lamellar Armor [Mardent23, Crazyabe]
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on April 25, 2017, 01:03:54 pm
Code: [Select]
Lamellar Armor [Mardent23, Crazyabe, Detoxicated]
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 25, 2017, 02:10:14 pm
Um. What sort of revision do you intend to do to the armour? Make it thicker?

Personally, I'd prefer we revise the shields to be cheaper. With enough of them, we would be able to assault the mountains again- they won't be able to kill us all off just by raining down arrows.
Quote from: Vote count
Lamellar Armor: [3][Mardent23, Crazyabe, Detoxicated]
Cheaper Shields: [1] NUKE9.13
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 25, 2017, 02:13:44 pm
Um. What sort of revision do you intend to do to the armour? Make it thicker?

Personally, I'd prefer we revise the shields to be cheaper. With enough of them, we would be able to assault the mountains again- they won't be able to kill us all off just by raining down arrows.

I'm torn between more effective armor and cheaper shields.  I'm not sure if Expensive will get us enough with the shields, and not sure if one fix will do enough to make the armor more useful.  Think I'll go with the shields in the end.

Quote from: Vote count
Lamellar Armor: [3][Mardent23, Crazyabe, Detoxicated]
Cheaper Shields: [2] NUKE9.13, Devastator
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on April 25, 2017, 02:21:10 pm
Code: [Select]
Lamellar Armor: [4] Mardent23, Crazyabe, Detoxicated, Kashyyk
Cheaper Shields: [2] NUKE9.13, Devastator

Lamellar Armour
Specifically, by having metal plates mixed with leather, instead of of coating every leather plate with a thin layer of metal. Having them in a checkerboard style pattern will greatly reduce the effectiveness of a slash (a sword's main form of attack) whilst reducing metal costs. It won't do as well against stabs or arrows, but the armour sucks against that anyway, so it's still an improvement. Lacquer all the plates, lather or metal, to improve durability and prevent against rust. It'll also look fabulous. Finally, replace the string with woven silk thread. This will make it infinitely more durable.

All in all, several simple yet time consuming improvements that we can easily afford with our plentiful manpower in the plains, that will make our armour much more durable.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on April 25, 2017, 04:04:48 pm
So if we are going for pegasi we should consider with what kinda weaponry we want to outfit their riders.
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on April 25, 2017, 07:07:42 pm
Quote
Lamellar Armor: [4] Mardent23, Crazyabe, Detoxicated, Kashyyk
Cheaper Shields: [2] NUKE9.13, Devastator, S34N1C
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 25, 2017, 08:25:51 pm
Revision: Elite Lamellar [1+1]

We manage to hammer out a few of the issues with our armor this year.  The steel plates are still thin, but by backing the armor with leather we can artificially increase the thickness.  This, combined with the padded armor underneath, gives our men a reasonable chance at surviving arrows at mid-range, and a slim chance of surviving arrows at close range.  We'd like to lace the scales with silk, which is strong and doesn't rot, but that proves to be prohibitively expensive.  We instead opt for leather thongs, which are nice and durable and fray much less than the original string laces.  The thongs are shorter so we can't lace the entire armor at once, but it proves to have a nice side effect of sectioning off damage to the armor if a lace gets cut.  Portions will still unravel, but the entire armor shouldn't fall apart any more.  For a final touch we lacquer each scale with the colors of our homeland, making them look sharp and professional.  This prevents the scales from rusting, reducing the burden of care on the individual soldier.

The finished suit of armor looks very nice.  Unfortunately, the increased expense and complexity of its construction means these suits - dubbed "Elite Lamellar" by our men - can only be distributed to our commanders.  The common foot soldier will have to make do with their lower-quality lamellar until we find some way to reduce the cost.  Expensive.

NOTE: Due to the relative ease of the changes made to the armor, I couldn't think up a good way for your roll of 2(1+1) to hamper the revision.  This is why the expense is hiked up for these Elite Lamellar armor sets.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on April 25, 2017, 08:33:18 pm
How many times have we rolled a 1 on that now? I think we need a new dicebot, this one hates us.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 25, 2017, 09:16:06 pm
Is that an improvement over our already existing scale?

Once.  That is, however, the third consecutive 1 on revisions.

Orders?  We starting battle in the mountains?  Where are we putting our Arch-Mage?  I'm tempted to keep him away from the jungle, as next turn is likely to be more important than this one, and I don't want to risk getting him injured for it.
Title: Re: Wands Race - [Moskurg]
Post by: ATHATH on April 25, 2017, 09:32:03 pm
Is that an improvement over our already existing scale?

Once.  That is, however, the third consecutive 1 on revisions.

Orders?  We starting battle in the mountains?  Where are we putting our Arch-Mage?  I'm tempted to keep him away from the jungle, as next turn is likely to be more important than this one, and I don't want to risk getting him injured for it.
Let's wait until all of our soldiers have shields before we start trying to take on the mountains again.

Hm... Maybe shield spikes could be a design/revision for next turn? That way, our men can hold their shields with both hands and still have a decent weapon.

Although, since Arstotska has so many plate mail-covered troops, maybe we should stick with the spike-less shields' bludgeoning damage for now. Also, shield spikes might make our shields even more expensive which is a thing that we probably don't want.
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on April 25, 2017, 09:57:58 pm
Are
You
Kidding me???
We've rolled like 4 1's just this week.

Order: Sacrifice to RNGeesus - Begin sacrificing captured troops to help increase our luck

Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 25, 2017, 09:59:58 pm
Combat for 925


Neither side develops anything that could help during skirmishes, and continue to do heavy damage to one another in nightly raids. 

The main fighting in the jungle has begun to stall.  Their earlier strategy of sniping our mages is still valid, but our pavise shields save dozens of lives.  Our mages can safely cast from behind the shields; on occasion an Arstotzkan sniper will manage to send an arrow through a gap in the shields, but our mages live more than a few seconds now.  Both they and our commanders are outfitted in our new Elite Lamellar, painted brightly and protecting the wearer the way a suit of armor should.  Our commanders claim it's more flexible and protective than our old scale mail, and the lacquered scales make them look professional and commanding.  It can't deflect an arrow at close range like an Arstotzkan breastplate, but it's more flexible than their armor.  In a melee, one of our squad commanders could beat one of theirs in a one on one fight slightly more than half the time.  That rarely occurs, sadly, as their brightly painted armor makes them prime targets for Arstotzkan archers and our strength is fighting in numbers.  We receive multiple requests for Elite Lamellar from our rank-and-file soldiers, all of whom are still clad in their crappy, rusted lamellar that falls apart at the slightest scratch.  Our mages are just happy to have some protection - they also carry their big, thick shields into combat and hide behind them while casting.  On the offensive they'll get close with their ivory staffs and prevent Arstotzkan mages from smiting our forces with fireballs.  A single Moskurg mage can stop several mages from casting at once, preventing them from wiping the floor with our troops.  They still win in these melees despite our larger numbers due to their higher quality soldiers and equipment, but the margin of victory isn't as much as it was before.

On a much sadder note, our bodkin arrows do even less damage this year than they did last year.  Before our needle arrows could cause injuries that could incapacitate a soldier, but now they're utterly useless.  The only time our archers cause injury is when they find their way into the eyeslits of an enemy helmet.  Lucky Strike makes this happen enough to make their men march slowly, shields raised over their heads defensively.  Our soldiers point to the padded leather cloaks their men have started wearing with their armor, claiming the extra thickness is enough to keep our arrows from scratching the skin.

A surprising development is occurring in the jungle - the undergrowth has become less dense over these past few years.  This is likely due to the unseasonable snow, fire, lightning, and constant, constant, constant rain.  Our soldiers are used to fighting in formation, and in massive numbers.  Arstotzkan soldiers are more adept at fighting man-to-man, in squad tactics.  While it hasn't cleared enough yet to make a difference, the dying vegetation has been something to keep an eye on.  Clearer ground would give our men an advantage in combat.  If we get pushed out of the jungle then it wont matter, but if fighting stalls indefinitely once more then it could be an unexpected ally.  Judging by the rate at which the vegetation is dying, it'd be maybe another two years before it's clear enough to make a difference.

Now that our mages aren't dying before they can even cast the fighting has become more even.  Arstotzka is still in the lead though, and if nothing changes we will be pushed out of the jungle next year.  The bleeding hasn't stopped, but it has slowed enough to make us hopeful.


The Theatre Commander thanks you for finally doing something to save the lives of our mages.  He points to the backsliding we've been doing these past few years and asks if you have some way of stopping it - the Staff is a great weapon, and we can finally use it effectively (and with wonderous effect).  He notes that the snow prevents us from using the Hammer during the winter, and that we've NEVER been able to use the Spear to decent effect, despite how much of a boon it would be.  He also laments the ineffective nature of our bodkin arrows - perhaps you could mass enchant arrows to somehow bypass armor?  Whatever you do, it needs to have immediate effect by next year or we lose the jungle.

Neither side gains ground in the jungle.



With no new advancements to be used on the seas, neither side makes advancements here.

The Theatre Commander points out that he could deploy troops behind enemy lines, if he could disperse the enemy fleet.  Better coordination, or a better offensive weapon would give us the edge we need on the high seas.

Neither side makes coastal gains in the Western Sea.


Expense Credit!!!  The tales of magic being cast as easily as breathing has traveled, apparently.  We spy a foreign vessel sailing into our harbor claiming to be a trader.  The captain is a fellow by the name of "Ma Tuan-lin"...we think.  He doesn't speak our language, but it's clear he's here to trade.  His ship sits heavy in the water with all manner of gold and silver, and his men are clad in strange clothes.  He seems particularly interested in magical artifacts, the flashier the better.  After some pantomiming and crude drawings, we figure out he's willing to pay for a supply he can bring back to the outside world.

Our men are suspicious of the outsiders, and many of the wizards aren't keen on sharing our hard-earned magical prowess with others.  It could be a trap, but he seems honest enough.  Should we trade with him?  If so, what should we trade?  If we do trade, we should make enough to earn an expense credit.  Of course, we could always just seize his ship - judging by how deeply it sits in the water, there should be enough treasure on board for possibly two expense credits...


It is 926, the Design Phase.

Spoiler: State of Forenia, 926 (click to show/hide)

Spoiler: Moskurger Spells (click to show/hide)
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 25, 2017, 10:44:09 pm
dangit, I wanted a bit longer to plan things out.  Do we have any longer-term plans?  We've rolled crap and still made up some ground, we should be able to take it to them if we have a few good things to do so.

If we trade the NE Hero wand to the trader, we can just build a new one next year, right?
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 25, 2017, 11:27:35 pm

Quote
Winds of the Wastes (only converts vegetation.) [Mardent23]
[/quote]
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on April 25, 2017, 11:27:59 pm
Maces: Eassentially a heavy object on the end of a stick. While simple in design, they are easy to use and make, and are effective against armored opponents
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 25, 2017, 11:56:43 pm
Well, if we're going full jungle, lets go with some combat magic.  We've got wands, so those should work okay.  I'm also thinking they added some magical oomph to their armor, so we might want to hit them from a different direction.

Wand of Acid Spray

A wand that creates a jet of acid, which is shot over the heads of Arstoskan squads.  This acid then falls in a rain down on their heads and causes severe skin burns, blindness, as well as armor and weapon damage.

(Plus, this should scale up well upon revision.  Making some big ones to mount on ship carriages should be very, very nice, as well as seige weapons.)

Quote
Winds of the Wastes (1) Mardent23
Maces: (1) S34N1C
Acid Wands: (1) Devastator
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on April 26, 2017, 12:14:57 am
Quote
Winds of the Wastes (1) Mardent23
Maces: (2) S34N1C, Happerry
Acid Wands: (1) Devastator
Acid wands seem interesting, but I'm not sure we can invent a new form of magic (IE, summon acid) and make it into a wand in one turn. Maces, on the other hand, should make our troops better verses their troops, and that is likely to be helpful.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 26, 2017, 12:18:29 am
We already have wand magic, so I'm assuming the wands don't add any difficulty.  Some other combat magic might work.  I just think we want it in wand form so it's less of a problem with our staffs.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 26, 2017, 12:31:31 am
You know what I think? I think we start making the Arstotzkans fear the cold!

Blizzard: Based off our existing storm spells, this spell essentially is a revised storm strike to work within the colder months. In addition to bringing temperatures and visibility down to nothing for anyone caught in the blizzard, the spell also ensures the ice crystals in the clouds clump up; thereby giving the Arstotzkans the righteous pelting they deserve!
Title: Re: Wands Race - 916 [Moskurg]
Post by: evictedSaint on April 26, 2017, 12:47:30 am
Maces: Eassentially a heavy object on the end of a stick. While simple in design, they are easy to use and make, and are effective against armored opponents

I feel obliged to remind the design team of the move to revise spears into halberds almost a decade ago that was attempted once and promptly abandoned.

Halberds:   [1]  This... was not your most successful endeavour ever.  Your armourers got a little overzealous on proportions, made the hook too large and rounded to be effective and couldn't get behind the idea of a sharp spike or, for that matter, balancing the weapon properly in any way.  The new halberds prove utterly inferior to the standard spear, which the rank and file continue to use for now.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 26, 2017, 02:10:50 am
Indeed, we'd be better off using our revision to make halberds again. That also means we don't have to retrain our troops to use a different sort of weapon.
Besides, even if we roll a 1 (which at this point seems statistically likely*), the +1 means we'll get something out of it.

Nah. With the thinning vegetation in the jungle, it may be possible to deploy siege weapons there. And they would also help at sea. Thus, we should design a

Ballista: Using our knowledge of composite materials and tension, we build a giant bow-like weapon capable of launching thick bolts or stones into enemy troops/vessels. Due to the large and cumbersome nature, they would work best mounted on the deck of a ship, though portable varieties could also be used on land.
With the right protections, these can work in all weathers (unlike SoA), and be especially effective at sea (where we only need a small advantage in order to take control of the western coast)

If things go well designing the ballista, we could use our revision to add divination-based rangefinders, or wind-magic enchantments to the projectiles.

Quote
Winds of the Wastes (1) Mardent23
Maces: (2) S34N1C, Happerry
Acid Wands: (1) Devastator
Blizzard: (1) Taricus
Ballista: (1) NUKE9.13
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on April 26, 2017, 03:14:09 am
Quote
Winds of the Wastes (1) Mardent23
Maces: (2) S34N1C, Happerry
Acid Wands: (1) Devastator
Blizzard: (1) Taricus
Ballista: (1) NUKE9.13, Ballista
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on April 26, 2017, 05:16:56 am
Quote
Winds of the Wastes (1) Mardent23
Maces: (1) S34N1C
Acid Wands: (1) Devastator
Blizzard: (1) Taricus
Ballista: (3) NUKE9.13, Ballista, Happerry
Changing vote to Ballista. Detoxicated, I'm assuming that the claim that Ballista was voting for Ballista without changing the actual vote number was a copy paste error and you are voting for Ballista. If I am wrong, feel free to yell at me.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on April 26, 2017, 06:54:20 am
Quote
Winds of the Wastes (1) Mardent23
Maces: (1) S34N1C
Acid Wands: (1) Devastator
Blizzard: (1) Taricus
Ballista: (3) NUKE9.13, Detoxicated, Happerry
Changing vote to Ballista. Detoxicated, I'm assuming that the claim that Ballista was voting for Ballista without changing the actual vote number was a copy paste error and you are voting for Ballista. If I am wrong, feel free to yell at me.
No you were right, i changed it in this reply...
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on April 26, 2017, 07:18:13 am
Quote
Winds of the Wastes (1) Mardent23
Maces: (1) S34N1C
Acid Wands: (1) Devastator
Blizzard: (1) Taricus
Ballista: (4) NUKE9.13, Detoxicated, Happerry, Kashyyk
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on April 26, 2017, 07:24:42 am
Wenn Should revise our bodkins one last time so they are actually useful.  So the Wind enchantment seems like a good idea but maybe we could try to upgrade their weight to have them be heavier so they can punch through armor just fine. 
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on April 26, 2017, 07:30:18 am
Now they've got those leather cloaks over their armour, it's going to be very difficult to get through with bodkin arrows now. I'd actually be tempted to design crossbows next turn, as they're traditionally supposed to get through plate armour.
Title: Re: Wands Race - [Moskurg]
Post by: Sosoku234 on April 26, 2017, 07:43:52 am
Quote
Winds of the Wastes (1) Mardent23
Maces: (1) S34N1C
Acid Wands: (1) Devastator
Blizzard: (1) Taricus
Ballista: (5) NUKE9.13, Detoxicated, Happerry, Kashyyk, Sosoku234
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on April 26, 2017, 08:01:16 am
Now they've got those leather cloaks over their armour, it's going to be very difficult to get through with bodkin arrows now. I'd actually be tempted to design crossbows next turn, as they're traditionally supposed to get through plate armour.
good idea it might be better to go that road
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on April 26, 2017, 08:24:48 am
Code: [Select]
Winds of the Wastes (1) Mardent23
Maces: (1) S34N1C
Acid Wands: (1) Devastator
Blizzard: (1) Taricus
Ballista: (6) NUKE9.13, Detoxicated, Happerry, Kashyyk, Sosoku234, Crazyabe
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 26, 2017, 10:14:09 am
We also have lots of horses for draft animals, so moving ballistae should be pretty reasonable.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on April 26, 2017, 11:01:26 am
Also the fun we can have with different warheads. Also, I feel we should start investing in adaptive support magic.
What do you guys say, we could also create a medicinal spell. If we created special units of armed doctors we could lessen our losses
by alot. Also the right treatment of enemy soldiers might open up the route that we recruit a few of them.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 26, 2017, 11:21:44 am
Regarding the expense credit. I fear that the dear merchant will first try to sell his goods to our enemies. So we shouldn't sell anything whose nature we'd really rather they didn't know of, such as the Teletalk wands. If they figured out how to make those... well, it'd be bad.
However, we do have a minor piece of magical equipment we could sell. If I recall correctly, Gust of Wind is cast using a small silver wand. Since it isn't terribly useful at the moment (whilst still being a nice enough trick to entertain the outside world), I see no reason not to sell them.

Also, a question: is this a competition (as in, whoever offers the more enticing product gets the credit), or can both sides earn an expense credit?
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on April 26, 2017, 11:25:47 am
It feels like a bit of a prisoner dilemma as well, what with trade and steal being the options. As we don't want to cooperate with Arstotzka I think we should just steal his stuff.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 26, 2017, 11:28:12 am
At the moment, the trader is standing in your harbor, trying to trade with you.  Due to the language barrier, you have no idea if he's visited Arstotzka, plans to visit Arstotzka, or even knows Arstotzka exists.  All you know is that he has money and wants to buy something right now.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 26, 2017, 11:42:22 am
At the moment, the trader is standing in your harbor, trying to trade with you.  Due to the language barrier, you have no idea if he's visited Arstotzka, plans to visit Arstotzka, or even knows Arstotzka exists.  All you know is that he has money and wants to buy something right now.
Hmm.
It feels like a bit of a prisoner dilemma as well, what with trade and steal being the options. As we don't want to cooperate with Arstotzka I think we should just steal his stuff.
There's bound to be a downside to that. Some sort of retribution. Because otherwise it's just strictly better than trying to sell something.
...
On the other hand, two expense credits. The things we could do with that. And it would certainly deny Arstotzka any of his wealth (assuming he hasn't already visited them).

What sort of retribution could there be, I wonder? China is a long way off. They'd be hard pressed to send a fleet half way round the world to deal with our petty privateering.
Perhaps a chance of failure? If we are relying on dice to secure us his cargo, well, with our luck even taking candy from a baby would be a 50/50 proposition.
I'm inclined to compromise. We try selling him the Gust of Wind wands, and if he isn't interested, we steal his stuff.
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 26, 2017, 11:45:54 am
At the moment, the trader is standing in your harbor, trying to trade with you.  Due to the language barrier, you have no idea if he's visited Arstotzka, plans to visit Arstotzka, or even knows Arstotzka exists.  All you know is that he has money and wants to buy something right now.
Hmm.
It feels like a bit of a prisoner dilemma as well, what with trade and steal being the options. As we don't want to cooperate with Arstotzka I think we should just steal his stuff.
There's bound to be a downside to that. Some sort of retribution. Because otherwise it's just strictly better than trying to sell something.
...
On the other hand, two expense credits. The things we could do with that. And it would certainly deny Arstotzka any of his wealth (assuming he hasn't already visited them).

What sort of retribution could there be, I wonder? China is a long way off. They'd be hard pressed to send a fleet half way round the world to deal with our petty privateering.
Perhaps a chance of failure? If we are relying on dice to secure us his cargo, well, with our luck even taking candy from a baby would be a 50/50 proposition.
I'm inclined to compromise. We try selling him the Gust of Wind wands, and if he isn't interested, we steal his stuff.
-1/2. Trade with him, but don't steal his wares. The last thing we need is another enemy.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 26, 2017, 12:12:20 pm
If we're trading we should offer something better than a gust of wind wand.  Would one of our wizards be willing to go abroad?
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 26, 2017, 12:30:17 pm
If we're trading we should offer something better than a gust of wind wand.  Would one of our wizards be willing to go abroad?
He wants some sort of magical equipment, by the sound of things.
And if I'm right, and the first thing he does with what he buys from us is sell it to the Arstotzkans, sending one of our wizards is the last thing we want to do.

On the one hand, yes, Gust of Wind is a bit shit. On the other, it's magic! To the rest of the world, even Gust of Wind is infinitely more impressive than the magic they have right now.
Plus, I can't think of anything better to trade. Teletalk wands would obviously be very well received, but they're too important. The Staff of TR is no use to someone with no magic to dispel. The wand of Heroism, we only have the one of.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 26, 2017, 12:37:18 pm
If we send one of our wizards, we have a solution if the wizard is being sent to Arstoszka.

That said, he's in a ship, telling him we use it to propel our ships should make it much more valuable, even if it is a bit crap.

Also, if we trade the wand of heroism, we could theoretically just use the expense credit to make it Very Expensive, and have a big net gain.

Really, it's NE and not a big enough effect to lose anything.  This trader wants singular items that are valuable, we have a singular item that's valuable, and it'll be worth way more as an expense credit than as an item this round.

Plus, well, we have enough naval control to see if this guy is going to head to Arstoska next, anyway.

Offer the Gust of Wind wand, and the Wand of Heroism if he wants more.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 26, 2017, 03:15:27 pm
Design: Ballista [6+1-1, 2-1, 3-1]

Moskurg rolls out its first siege weapon this year.

The ballista is...well, it's powerful.  It's constructed primarily out of wood with iron caps and nails holding it together.  The ammunition sits on a wooden slider in the center, and the bowstring is attached to two massive, thick arms of wood.  Rather than storing the tension in these arms like a traditional bow, two vertical cages hold the arms in twisted torsion springs made out of animal sinews.  The entire device sits on a stationary wooden stand that requires the ballista to be set up prior to firing.  There are currently two types of ammunition we can fire: small stone boulders referred to as "shot", and what essentially amounts to feather flights attached to an entire spear.  The shot tends to be less accurate, but good against massed troops and fortifications - even stone ones.  The javelin is far more accurate, but likely won't kill more than one at a time unless the enemy is standing in a line.

Using our knowledge of compound bows and the advancements we've made with archer ammunition, we've managed to get the device to about as lethal as we can get it.  The device out-ranges even Arstotzkan longbows if we use the javalin, and hits with shocking accuracy.  The siege weapon requires rather precise crafting to get to this level of quality, however, and several months of training are required to train the siege engineers in its use.  This makes the device Very Expensive, so we can only field two or three at a time. 

Even despite fully trained crews and careful manufacturing, the ballista can be...temperamental.  The crank used to wrench the bowstring back doesn't have a safety, so if the user slips before it's fully set then it'll misfire and violently spin in the opposite direction.  This has been known to break arms.  The wood must also be made of as high-quality timber as we can get and inspected for cracks before each firing event, otherwise the device can - and will - shatter when fully torqued.  This will completely destroy the ballista, and likely kill the crew.  Even when the operators are being careful and taking their time, sometimes the device will simply misfire and destroy itself. 

It's a powerful, but dangerous weapon. Very Expensive.
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 26, 2017, 03:28:27 pm
Excellent. The tower will  fall this year... Anyway, revision wise, what should we do?
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 26, 2017, 03:29:33 pm
Hmm. Whilst not ideal, it should be enough to give us a slight edge at sea, and a minor advantage on land.

Shall we try for halberds again? Our infantry could really use an effective weapon against plate armour.

Or should we try to make the shields cheaper? Cheaper shields and ballistae might even be enough that we could try assaulting the mountains again.

Or should we fix some of the problems with the ballista? Or make it cheaper? Or even add some bonus features, like divination-rangefinders or wind-enchantments to increase the range of projectiles?

So many choices! I think holding on to the jungle is most important right now, for which halberds would be the most useful, I feel.

Quote from: Votes
Halberds: [1] NUKE9.13
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 26, 2017, 03:35:34 pm
Quote from: Votes
Halberds: [2] NUKE9.13, Mardent23
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on April 26, 2017, 03:42:26 pm

Quote from: Votes
Halberds: [2] NUKE9.13, Mardent23, Detoxicated
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on April 26, 2017, 03:45:52 pm
Quote
Halberds: [4] NUKE9.13, Mardent23, Detoxicated, Kashyyk

I would also like to suggest an order:

Deploy ballista on boats only this year. This will maximize our naval advantage, which should allow us to land troops behind enemy lines. Combining this with an anti-armour melee weapon that rolls anything other than a one (asking a lot, I know) should maintain our hold foothold for this year. It's also something that I can't see anyone being able to screw up, so hopefully won't require a roll. I imagine shot would be very effective against wooden hulls too.
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 26, 2017, 03:47:32 pm
How many?
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on April 26, 2017, 03:53:15 pm
How many?
I'm not sure what you mean.

Also, something I've just noticed from Andrea's duel report:
Quote
The amulets grows hotter in direction north-north west. We have an estimate of significant magic use just a couple of kilometers in that direction.

So either he's made something up to sound cool, or they have some sort of magic detection amulets? That is presumably how they know when we've been using our Detect Thoughts/Zen spell.
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 26, 2017, 03:55:52 pm
I meant how many ballistics should we deploy to the sea. We can only produce two or three. Also,  the amulet theory makes a lot of sense. It also  explains the increased death  rates for our mages.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 26, 2017, 03:58:25 pm
Deploy ballista on boats only this year. This will maximize our naval advantage, which should allow us to land troops behind enemy lines. Combining this with an anti-armour melee weapon that rolls anything other than a one (asking a lot, I know) should maintain our hold foothold for this year. It's also something that I can't see anyone being able to screw up, so hopefully won't require a roll. I imagine shot would be very effective against wooden hulls too.
Hmm. Yes, that's a good idea.

Quote
Halberds: [4] NUKE9.13, Mardent23, Detoxicated, Kashyyk



Order - Deploy ballistae on boats only: [2] Kashyyk, NUKE9.13

Also, I didn't think Very Expensive means two or three. Isn't it supposed to be one per ten squads, or something? I guess the exact numbers don't really matter, so long as the effectiveness is the same.
Since ships are also Very Expensive, one might even argue that we could deploy one on each.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on April 26, 2017, 04:23:04 pm
I would not trade away our wands of bravery... To much boon from it, especially if we revise the spear.
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 26, 2017, 04:47:17 pm
accuracy.  The siege weapon requires rather precise crafting to get to this level of quality, however, and several months of training are required to train the siege engineers in its use.  This makes the device Very Expensive, so we can only field two or three at a time. 




Title: Re: Wands Race - [Moskurg]
Post by: Happerry on April 26, 2017, 06:35:49 pm

Quote
Halberds: [5] NUKE9.13, Mardent23, Detoxicated, Kashyyk, Happerry
Order - Deploy ballistae on boats only: [2] Kashyyk, NUKE9.13
Voting Against the order to Deploy Ballistae on the boats only: [1] Happerry

In the Sensei's game, at least, Very Expensive meant that only around one in ten squads could be given it. So probably more then single digit numbers (which would just be silly) but still probably not that many of them... which makes sense considering it's a siege weapon. And really, you don't need that much siege weapons to have an effect.

Anyway, voting against limiting Ballistae to the boats only, we're still loosing on land and shooting them in the face with ballistae bolts might reverse that.

I also vote against trading the Wand of Heroism because we can't replace it, but trading the Gust of Wind wands is perfectly fine with me.
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on April 26, 2017, 06:39:40 pm
Code: [Select]
Halberds: [6] NUKE9.13, Mardent23, Detoxicated, Kashyyk, Happerry, Crazyabe
Order - Deploy ballistae on boats only: [3] Kashyyk, NUKE9.13, Crazyabe
Voting Against the order to Deploy Ballistae on the boats only: [1] Happerry
Title: Re: Wands Race - [Moskurg]
Post by: ATHATH on April 26, 2017, 06:51:09 pm
Code: [Select]
Halberds: [7] NUKE9.13, Mardent23, Detoxicated, Kashyyk, Happerry, Crazyabe, ATHATH
Order - Deploy ballistae on boats only: [3] Kashyyk, NUKE9.13, Crazyabe
Voting Against the order to Deploy Ballistae on the boats only: [2] Happerry, ATHATH
Giving the Trader the Wand of Heroism [???]: ATHATH
Giving the Trader the Wand of Gust of Wind [???]: ATHATH
NOT Killing the Trader [???]: ATHATH
NOT Telling the Trader About the Existence of Arstotska [???]: ATHATH
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 26, 2017, 06:59:45 pm
Design: Halberds [6+1]

While going through the archives of our earlier work, one of our researcher priests dusts off a decade-old prototype for an anti-armor halberd he found buried in a supply closet somewhere.  The original design was a bit of a mess, but when he showed the rest of the design team we managed to make the necessary tweaks.

It's essentially a spear with a few extra bits slapped on.  A small axe head sits on the side opposite a short curved hook, and the leaf blade is replaced by a long, thick spike made of hardened steel.  The spike lets a powerful thrust punch through all but the thickest plate armor, and the hook is perfect for catching hold of an enemy and dragging him to the ground.  The axe head is useful for powerful swings, and excels against unarmored opponents.  The length of the halberd also gives the user an advantage against mounted opponents, and the hook can be used to drag the enemy off his horse.

The halberd is more useful when used in tandem with allies, as one can hold an enemy steady while his partner lines up a thrust.  It also does better in formation tactics, but in dense areas where movement is limited it can be difficult to use it to great effect.

The additional steel required makes the halberd more expensive than a traditional spear, but not so much that we can't outfit our entire army with them.  Cheap.
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on April 26, 2017, 07:01:52 pm
Oh fuck yeah


Thoughts on giving him our Storm Strike spell?
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 26, 2017, 07:03:24 pm
Woo!
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on April 26, 2017, 07:13:16 pm
Who is thinking of revising the spear of allah the next term, also I think we should get faster entering boats so we can take some of their ships.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 26, 2017, 07:15:43 pm
Clarification: When I said two or three at a time, I mean per engagement.  The ballista are spread across your entire army.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 26, 2017, 07:20:57 pm
Well first we need to make ballistae that don't break themselves, then make them cheap.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 26, 2017, 07:25:42 pm
At the moment, I need a decision as to what to do about the trader.

Also, if you have any orders you'd like to process, please state them now.
Title: Re: Wands Race - [Moskurg]
Post by: Sosoku234 on April 26, 2017, 07:26:23 pm
Code: [Select]
Order - Deploy ballistae on boats only: [3] Kashyyk, NUKE9.13, Crazyabe
Voting Against the order to Deploy Ballistae on the boats only: [2] Happerry, ATHATH, Sosoku234
Giving the Trader the Wand of Gust of Wind [2]: ATHATH, Sosoku234
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 26, 2017, 07:27:32 pm
Code: [Select]
Halberds: Voting Against the order to Deploy Ballistae on the boats only: [4] Happerry, ATHATH, Mardent23, Sosoku234
Giving the Trader the Wand of Heroism [???]: ATHATH
Giving the Trader the Wand of Gust of Wind [3]: ATHATH, Mardent23, Sosoku234
NOT Killing the Trader [2]: ATHATH, Mardent23
NOT Telling the Trader About the Existence of Arstotska [???]: ATHATH
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on April 26, 2017, 07:29:29 pm

Code: [Select]
Halberds: Voting Against the order to Deploy Ballistae on the boats only: [4] Happerry, ATHATH, Mardent23, Sosoku234
Giving the Trader the Wand of Heroism [???]: ATHATH
Giving the Trader the Wand of Gust of Wind [3]: ATHATH, Mardent23, Sosoku234
NOT Killing the Trader [2]: ATHATH, Mardent23
NOT Telling the Trader About the Existence of Arstotska [???]: ATHATH
Don't sell anything to the Trader [1]: Detoxicated
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on April 26, 2017, 07:30:50 pm
Quote
Voting Against the order to Deploy Ballistae on the boats only: [4] Happerry, ATHATH, Mardent23, Sosoku234
Giving the Trader the Wand of Heroism [???]: ATHATH
Giving the Trader the Wand of Gust of Wind [3]: ATHATH, Mardent23, Sosoku234, S34N1C
Giving the trader Storm Strike [1]: S34N1C
NOT Killing the Trader [2]: ATHATH, Mardent23
NOT Telling the Trader About the Existence of Arstotska [???]: ATHATH, S34N1C
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 26, 2017, 07:39:59 pm
Quote
Voting Against the order to Deploy Ballistae on the boats only: [4] Happerry, ATHATH, Mardent23, Sosoku234
Giving the Trader the Wand of Heroism [???]: ATHATH
Giving the Trader the Wand of Gust of Wind [4]: ATHATH, Mardent23, Sosoku234, S34N1C, Taricus
Giving the trader Storm Strike [2]: S34N1C, Taricus
NOT Killing the Trader [3]: ATHATH, Mardent23, Taricus
NOT Telling the Trader About the Existence of Arstotska [???]: ATHATH, S34N1C
Title: Re: Wands Race - [Moskurg]
Post by: ATHATH on April 26, 2017, 08:10:26 pm
Quote
Voting Against the order to Deploy Ballistae on the boats only: [4] Happerry, ATHATH, Mardent23, Sosoku234
Giving the Trader the Wand of Heroism [???]: ATHATH
Giving the Trader the Wand of Gust of Wind [4]: ATHATH, Mardent23, Sosoku234, S34N1C, Taricus
Giving the trader Storm Strike [2]: S34N1C, Taricus
NOT Killing the Trader [3]: ATHATH, Mardent23, Taricus
NOT Telling the Trader About the Existence of Arstotska [???]: ATHATH, S34N1C
Don't sell anything to the Trader [1]: Detoxicated

@evictedSaint: We can rebuild the Wand of Heroism after we sell it, right?
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 26, 2017, 08:12:45 pm
You've done no research into the wand.  While it is conceivable that after a few years of research you could rebuild it from scratch to the same National Effort level, selling your only working copy would prevent you from replicating it via revision or design right away.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 26, 2017, 09:59:16 pm
I want to send the wand off because it doesn't do anything for us and we have no reasearch into it, and a laundry list of things that need expense chits.  I'm also worried about researching buff spells when we're big into antimagic.  I'd rather have killy spells than buffy spells.

If we had wand beams, for instance, we wouldn't need selective antimagic, just staffs of antimagic beams.  Hell, maybe we can shut guys down for life like our original bugged spell.

Really, it's not that huge a deal, but I don't want that guy sailing away with us getting no expense chits out of it.

Also, don't forget Lucky Strike should work on ballistae.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 26, 2017, 10:06:03 pm
It does actually does lot for us; the wands effects boost anyone in it's effect to superhuman heights. Armour doesn't matter if you can just rip someone's arms off regardless of it. It hasn't effectively contributed because only Al-Mutriqa is then only person using it and he's been out the last season or so? Either way if we replicated we have a plain better army entirely: Our troops will just be better all round due to better physical attributes due to it.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 26, 2017, 10:12:43 pm
It does actually does lot for us; the wands effects boost anyone in it's effect to superhuman heights. Armour doesn't matter if you can just rip someone's arms off regardless of it. It hasn't effectively contributed because only Al-Mutriqa is then only person using it and he's been out the last season or so? Either way if we replicated we have a plain better army entirely: Our troops will just be better all round due to better physical attributes due to it.

Right now we've got one superhuman sqad at one point in all our armies.  Has it been mentioned in any combat reports?

I can't say a buff would be useless, having Lucky Strike be a weapon crystal or something so it affects all shots from that bow, or a squad-affecting thing instead of single target would be nice.  And there would be other good buffs.  What we need is rays or cones from wands, so we can hose the enemy with death or antimagic, and we'll have it won.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 26, 2017, 10:14:45 pm
And we need to keep the wand in order to reverse-engineer it's magic.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 26, 2017, 10:17:20 pm
And we need to keep the wand in order to reverse-engineer it's magic.

Nah, we haven't done one buff from the start of the game, I don't think we'll ever do one.  Same with combat magic, spells what makes them fall down.

I've also been wanting combat magic, as if we can do wand rays or cones, we can do antimagic rays or cones with an easy revision, and skip mucking about with selective which is probably a lot harder.  Selective still won't do one thing against their fireballs, remember.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 26, 2017, 10:22:24 pm
Even non-selective wouldn't do much again fireballs. We'll want protection from fire to resist those.

But on the topic of buffs you have a point. Guess what we're doing next turn lads!
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 26, 2017, 10:24:39 pm
A buff spell that won't work under our antimagic?

Seriously, you need a way to apply the antimagic to them.  Staff rays or cones.  Or mists, we could blow them over the enemy army.  That would solve both the problems of it not hitting their mages, and it hitting our mages.  I've been wanting to design combat magic spells like that so it'll be a revision to do that to our antimagic, even if the design rolls crap.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 26, 2017, 10:28:00 pm
We don't have combat magic. Besides, using magic directly is a waste of magic. Using it to buff or support our troops is a much more rewarding avenue of magical power. Especially since we can invalidate all those fireballs with one spell that isn't antimagic.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 26, 2017, 10:32:46 pm
So, no combat magic because it's your philosophical view that it doesn't work?  That lightning's been pretty effective, and one of our best turns was the one where we got more of it due to that expense chit.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 26, 2017, 10:35:33 pm
It's not that it doesn't work as much as using it to enhance our troops is far stronger. Again, it only takes one spell for us to utterly nullify their fireballs. But for them to nullify better troops? Will take far, FAR more effort than a single spell.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 26, 2017, 10:38:26 pm
..we probably should have done that a long time ago, then.  It would have been easier than all that armor.

(And I really am kicking myself on not trying to make Lucky Strike a continual spell or cast on group.  Of course, rolling a couple of ones wouldn't have done anything either.)
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 26, 2017, 10:39:02 pm
What if we enchanted the arrows to have the lucky strike spell in them?
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 26, 2017, 10:44:43 pm
What if we enchanted the arrows to have the lucky strike spell in them?

I'd guess it'll be easier to do that to the bow itself.  After all, the bows are wooden rods, and that's probably at least somewhat related to staff magic.  Engraving every single arrow with lucky strike sounds like a lot of work, more than carving or painting runes on every new bow.  The bow guy needs dozens of arrows, but only one bow.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 26, 2017, 10:45:17 pm
True, true.

EDIT: If we're going to do that, we may as well enchant them to strike harder while they're at it. Nothing like having a whole shitload of force on the projectiles it launches to the point it'll feel like they got hit with a ballista spear.

@Evicted: Does our Lucky Strike spell work with our ballistae?
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 26, 2017, 10:46:48 pm
I also still want ray magic even if it can't do actual killing.  Applying anti-heroism via a ray should work just fine, after all.  Watch everyone fall down because they can't wear their armor, or trip over each other.  Or do hallucinatory mist, have all their fireball casters explode in friendly-fire.

Are they protected from magical effects like that, or just notified?
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 26, 2017, 10:47:35 pm
No anti-hero rays. Arstotzka bitches enough already :P
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 26, 2017, 10:49:09 pm
If combat magic is off the table, debuffs damn well should be on it.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 26, 2017, 10:52:33 pm
Yeah. Though again, anti-hero rays are out. Reversing lucky strike is not however. And may also help with the fireballs too!

Actually, why rays instead of a ball or something?
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 26, 2017, 10:56:34 pm
Ball would be okay.  Just something we can shoot at the enemy.

And why not anti-heroism?  Seems closer to heroism, so probably an easier roll to make.

Alternatively we could shoot balls of anti-anti magic, and watch their fireball casters explode.  And their magic detection amulets would probably start burning red-hot.  (do those do protection?  If they do protection, we're fucked if we pick the effect they cover to apply, like say Zen State.)
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 26, 2017, 11:01:06 pm
Well, they can't detect magic if there is no magic! :P
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 26, 2017, 11:05:09 pm
Lets see how things go.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on April 26, 2017, 11:31:41 pm
I'd be totally up for researching an Unlucky Strike spell that does the reverse of our Lucky Strike spell to cast on the other side.

Or just spending a design action to monkey see monkey do replicate the wand of heroism for wider use.

Quote
Voting Against the order to Deploy Ballistae on the boats only: [4] Happerry, ATHATH, Mardent23, Sosoku234
Giving the Trader the Wand of Heroism [???]: ATHATH
Giving the Trader the Wand of Gust of Wind [5]: ATHATH, Mardent23, Sosoku234, S34N1C, Taricus, Happerry
Giving the trader Storm Strike [2]: S34N1C, Taricus
NOT Killing the Trader [4]: ATHATH, Mardent23, Taricus, Happerry
NOT Telling the Trader About the Existence of Arstotska [???]: ATHATH, S34N1C
Don't sell anything to the Trader [1]: Detoxicated
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 26, 2017, 11:38:00 pm
We do need at least one expense credit, because if we get that we've got lamellar armour (the good stuff) for everyone. Our halberdiers will be pretty damn feared by the Arstotzkans.
Title: Re: Wands Race - [Moskurg]
Post by: ATHATH on April 26, 2017, 11:39:28 pm
Quote
Voting Against the order to Deploy Ballistae on the boats only: [4] Happerry, ATHATH, Mardent23, Sosoku234
Giving the Trader the Wand of Gust of Wind [5]: ATHATH, Mardent23, Sosoku234, S34N1C, Taricus, Happerry
Giving the trader Storm Strike [2]: S34N1C, Taricus
NOT Killing the Trader [4]: ATHATH, Mardent23, Taricus, Happerry
NOT Telling the Trader About the Existence of Arstotska [???]: ATHATH, S34N1C
Don't sell anything to the Trader [1]: Detoxicated
NOT Giving the Trader Storm Strike [1]: ATHATH
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 26, 2017, 11:41:51 pm
Hey how are you guys with selling the old teletalk wands? We never said they had to be consumer friendly!
Title: Re: Wands Race - [Moskurg]
Post by: ATHATH on April 26, 2017, 11:45:06 pm
Hey how are you guys with selling the old teletalk wands? We never said they had to be consumer friendly!
That might get us murdered by the Trader/his country, and if he sells the wands to Arstotska, they could reverse-engineer them and develop properly-working teletalk wands (or other divination magic).
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 26, 2017, 11:45:59 pm
I'm fine with Storm strike, really.  Against the teletalk wands, because I think the buyer may want a demonstration.  Also against boats only, these won't have a shock effect and we need everything we can get on the ground.

Quote
Voting Against the order to Deploy Ballistae on the boats only: [5] Happerry, ATHATH, Mardent23, Sosoku234, Devastator
Giving the Trader the Wand of Gust of Wind [6]: ATHATH, Mardent23, Sosoku234, S34N1C, Taricus, Happerry, Devastator
Giving the trader Storm Strike [3]: S34N1C, Taricus, Devastator
NOT Killing the Trader [4]: ATHATH, Mardent23, Taricus, Happerry
NOT Telling the Trader About the Existence of Arstotska [2]: ATHATH, S34N1C
Don't sell anything to the Trader [1]: Detoxicated
NOT Giving the Trader Storm Strike [1]: ATHATH
Title: Re: Wands Race - [Moskurg]
Post by: ATHATH on April 26, 2017, 11:51:40 pm
I'm fine with Storm strike, really.  Against the teletalk wands, because I think the buyer may want a demonstration.  Also against boats only, these won't have a shock effect and we need everything we can get on the ground.
Storm Strike is one of our biggest advantages against the Arstotskans. If they get their dirty mitts on that spell... I suspect that WE may be the ones spewing copious amounts of salt soon.

@evictedSaint: Can we use Teletalk wands to aid in communication with the Trader? It apparently works on Arstotskans, and they probably (correct me if I'm wrong here) don't speak our language.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 27, 2017, 12:17:40 am
I dunno, if the Arstotzkans get the storm strike spell they'll get hit themselves; we've got the clear skies spell to prevent getting caught in the storm.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 27, 2017, 12:23:18 am
You know what? That's a good point.

After some fiddling about with hand gestures and pictures, you eventually call in a mage to cast "detect thoughts" on the trader.

His thoughts primarily consist of amazement at the mages weaving magic before him, but you also manage to discern that he's an entirely honest man who just wants to make some coin selling whatever magic he can get back in his home country.  He is aware of Arstotzka to the north, but if he can successfully purchase some magical artifacts from Moskurg he sees no reason to waste the time to sail all the way up the coast.

Teletalk wands, unfortunately, do not work with the trader as thoughts are not auto translated.  He is surprised to hear your foreign language in his head, however, and oogles the wand with childlike wonder.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 27, 2017, 12:54:49 am
Hey hey, good thinking! Alright then, since he's legit, I wouldn't mind selling him both Gust of Wind and Teletalk- only Gust if he is not willing to buy both. Heck, I'll even throw in the Staff of TR if it gets us both expense credits.
We shouldn't sell the wand of Heroism, though.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 27, 2017, 02:07:00 am
Well, that helps.  Whatever gets us both is good, and if we can manage that without the heroism wand, that's good.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on April 27, 2017, 03:20:49 am
Quote
Voting Against the order to Deploy Ballistae on the boats only: [5] Happerry, ATHATH, Mardent23, Sosoku234, Devastator
Giving the Trader the Wand of Gust of Wind [6]: ATHATH, Mardent23, Sosoku234, S34N1C, Taricus, Happerry, Devastator
Giving the trader Storm Strike [4]: S34N1C, Taricus, Devastator, Happerry
NOT Killing the Trader [4]: ATHATH, Mardent23, Taricus, Happerry
NOT Telling the Trader About the Existence of Arstotska [2]: ATHATH, S34N1C
Don't sell anything to the Trader [1]: Detoxicated
NOT Giving the Trader Storm Strike [1]: ATHATH
Giving the Trader Teletalk Wands [1]: Happerry
Well, in that case, let's sell him stuff! Added my vote to selling him the Storm Strike and Teletalk wands.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 27, 2017, 03:46:04 am
Uh. Does Storm Strike use a wand? If it does, then yeah, we should sell it. But I think it involves a ritual, which is harder to sell in a convenient package.

Quote from: Overly large and complicated vote count
Voting Against the order to Deploy Ballistae on the boats only: [5] Happerry, ATHATH, Mardent23, Sosoku234, Devastator
Voting For the order to deploy Ballistae on ships only: [2] Kashyyk, NUKE9.13

Giving the Trader the Wand of Gust of Wind [7]: ATHATH, Mardent23, Sosoku234, S34N1C, Taricus, Happerry, Devastator, NUKE9.13

Giving the trader Storm Strike [4]: S34N1C, Taricus, Devastator, Happerry
NOT Giving the Trader Storm Strike [1]: ATHATH

Giving the Trader Teletalk Wands [1+1]: Happerry
  Provided it gets us both expense credits [1]: NUKE9.13

Don't sell anything to the Trader [1]: Detoxicated

NOT Killing the Trader [4]: ATHATH, Mardent23, Taricus, Happerry
NOT Telling the Trader About the Existence of Arstotska [2]: ATHATH, S34N1C He already knows.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on April 27, 2017, 06:25:04 am
I vote for robbing the trader, because of the following:

The only magical artefacts we have are teletalk wands, Tubikh Rrahim staves and the Wand of Heroism. Either we don't want to sell them, or they are worthless to him. Every other spell we have is just that, a spell, not an artefact.

Arstotzka has their Wand of Fireballs, which is is probably obsolete for them by now, they have their amulets of magic detection, they have crystal weapons. All of these things they could easily sell to the trader.

Thus, we stop trying to sell him crap and just rob him of his wealth and the artefacts he bought from the Arstotzkans. We can then throw expense credits at everything and reverse engineer their artefacts for our own ends.

Quote from: Overly large and complicated vote count
Voting Against the order to Deploy Ballistae on the boats only: [5] Happerry, ATHATH, Mardent23, Sosoku234, Devastator
Voting For the order to deploy Ballistae on ships only: [2] Kashyyk, NUKE9.13

Giving the Trader the Wand of Gust of Wind [7]: ATHATH, Mardent23, Sosoku234, S34N1C, Taricus, Happerry, Devastator, NUKE9.13

Giving the trader Storm Strike [4]: S34N1C, Taricus, Devastator, Happerry
NOT Giving the Trader Storm Strike [1]: ATHATH

Giving the Trader Teletalk Wands [1+1]: Happerry
  Provided it gets us both expense credits [1]: NUKE9.13

Don't sell anything to the Trader [1]: Detoxicated

Robbing the trader [1]: Kashyyk
NOT Killing the Trader [4]: ATHATH, Mardent23, Taricus, Happerry
NOT Telling the Trader About the Existence of Arstotska [2]: ATHATH, S34N1C He already knows.

Also, evicted: if we limit ballista to naval use only, will that increase the number of ballista the navy can use, or will we just be hampering ourselves for no reason?
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 27, 2017, 10:07:11 am
By default, you would have your ballista in the theatre but they will be held in reserve.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 27, 2017, 11:58:47 am
Combat for 926


While neither side developed any new defensive tools to help against skirmishes, this year saw Arstotzka develop a frightening new weapon.  Arstotzkan soldiers shed their noisy armor to creep close in the night, targeting our mages.  They fire only a single salvo before retreating, but when our mages scramble to raise Cyclone Shields to defend themselves the spent arrows suddenly - and violently - explode.  Being unarmored in the middle of the night means the resulting shrapnel leaves lacerations in everyone nearby.  Several mages are blinded, and in the confusion the Arstotzkan raiders slip away.  The shards are super-heated and cause minor fires where they land, all of which our men scramble to put out.  This happens once more before our mages learn not to cast whenever these raiders attack, as the arrow explosives trigger on contact with magic.  Curiously enough, the Staff doesn't cause the arrows to explode.

Both sides do massive damage during nightly raids, with Arstotzka coming out slightly ahead.

The melees have likewise increased in lethality.  Our Theatre Commander quickly realizes that our new ballista's massive range can be used with Lucky Strike to accurately snipe enemy commanders and mages from far away.  We manage to stake a considerable number of Arstotzkan commanders and mages to the ground before our ballistas either break or must be retired for repairs.  It's delicious retribution to see a two meter shaft of wood punch through solid plate.

At medium range, however, the battle turns against us.  Our arrows are still utterly useless against Arstotzkan plate and gambeson, and they've also deployed a newer fireball spell that hits with devestating effect.  It's as if every enemy mage were equipped with their original fireball spell, and each blast wipes out squads at a time.  They have fewer mages here due to our earlier ballista sniping, but they're still working to devestating effect.  Our mages can't even cast Gust of Wind or Lucky Strike as their snipers are continuing to use their explosive arrows against us.  They blast small holes in our pavise shields, and our mages are forced to stop casting and hunker down lest their cover be blown to shreds.

Things grow more even in pitched melee, at least - our new halberds are effective at punching through Arstotzkan plate armor.  A single soldier is almost evenly matched with an Arstotzkan soldier, and our larger numbers would turn the tide in our favor, but the Arstotzkans make effective use of their flame walls to channel our troops into killing zones.  This, combined with how we can only use the Hammer half the year, means we come out worse for wear.  Considering how we were on the back foot last turn, we are ultimately forced to retreat and cede our last section of jungle to the enemy.


Our Theatre Commander is frustrated.  The ballista was a good idea, and the halberds were much needed, but Arstotzka has time and time again forced our mages to be a non-factor.  If we can fix the ballista and produce more of them then we could kill their mages before they even got on the field and show them just how frustrating it is to be without magic.  If we could equip our main army with pavise shields or better armor, we could march up the mountains next year and take back our ancient castles.  Their explosive arrows are also a concern - we need to do something about them before they become a bigger problem.  Perhaps the Staff could be modified to allow our own magic, letting us to cast in the field without fear of exploding arrows?

Arstotzka gains the jungle. If they hold it next year, they may exploit it for resources.



Our ballista prove to be effective on the sea.  We mount three aboard our finest ships, and use them to great effect until they eventually break.  It can be difficult to get a shot off when the boat is rocking, but by using Lucky Strike in tandem with the ballista our strikes land true more often than not.  The ballistas range and our ships speed is our saving grace; their new fireballs dominate close range, but if we stay at a distance we can chip them to death.

We manage to sink a couple of their ships before the last ballista snaps violently, killing one of the engineers and two nearby sailors.  With our advantage gone, we are forced to pull back.  It wasn't enough to take a section of coast, but another year like this and we can push them back.

The Theatre Commander is relieved to finally have a tool he can use offensively.  If you can fix the issues with the ballista, then we will secure the seas easily next year.

Neither side makes coastal gains in the Western Sea.


Expense Credit:  As it turns out, Ma Tuan-lin has a knack for magic.  We demonstrate the Gust of Wind wand to him, and after some practice he is giggling like a child as he sends leaves swirling through the air.  He eagerly buys as many as he can, giving us enough to earn one Expense Credit.  We also try to sell him our teletalk wands, but he reluctantly declines.  The other treasures aboard his ship are from earlier trades in the southern seas and are already spoken for, apparently.  He and his crew pack up and sail away, waving happily to our men as they disappear over the horizon.  Moskurg has gained an Expense Credit.


It is 927, the Design Phase.

Spoiler: State of Forenia, 927 (click to show/hide)

Spoiler: Moskurger Spells (click to show/hide)
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 27, 2017, 12:12:07 pm
Spend the credit on the elite Lamellar.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 27, 2017, 12:18:43 pm
Lets see how this turn's design goes first before using it.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 27, 2017, 12:38:15 pm
Cheaper Pavise Shields would probably be better than the armor, it would simply allow someone to put down a spare when the first one is hit by a bolt of their magic things, while letting us attack the mountains and providing some cover from fireballs. (although, being not cheap, not enough for everyone.)
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 27, 2017, 12:46:40 pm
Design Wand of Fire Resistance, to apply a buff spell to a squad of soldiers to make them immune (or resistant to) high temperatures.  Might also be nice at sea too.

Revise our Antimagic Rods to project their antimagic as a cone or cylinder, to increase range without changing the volume affected.  A sphere is half wasted underground, after all.

Expense chit the Pavise Shields so we can have enough of them for spares to cover holes created by the explosive arrows.

Quote
Vote Count:
Designs:
Wand of Fire Resistance: (1) Devastator

Revisions:
Antimagic Cone: (1) Devastator

Expense Chit:
Elite Lamellar: (1) Mardent 23
Pavise Shields: (1) Devastator
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 27, 2017, 12:54:29 pm
Devastator, please dont repeatedly post multiple times in a row.  Edit your previous comment instead to include your new information.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 27, 2017, 12:56:41 pm
God dammit. How is the staff so bloody useless?

Okay. Okay. What is the problem we are trying to solve at the moment? Their medium-range advantage. Exploding arrows and better fireballs.

I hate to say this, but both the exploding arrows and their fireballs could be dealt with by better counterspells. We've spent half a dozen actions on it, we should be experts in the field of anti-magic. Surely selectivity is within our grasp. That way we can cast both Tubikh Rrahim and Cyclone Shield, deflecting their arrows, allowing our mages to get close to theirs and disable their fireballs.
...yes, I am literally suggesting we spend a fourth design action on Tubikh Rrahim. Or is it the fifth? I just can't think of a better way to counter their medium-range weapons.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 27, 2017, 01:03:14 pm
The staff is useless because we can't hit our opponents with the spell on it.

Having gale shield up at the same time will make their explosive arrows explode, which won't save the mage, hence not allowing us to get closer.  Having it directed and longer-ranged that way will work, and not require them to leave the protection of pavise shields.  Cheaper Pavises should let us not worry so much about destroyed cover, as blowing up the arrow will simply hit the next shield, and having more of them makes it easy enough to stop worry about cover being worn down.

Besides, who knows, maybe some antimagic cones will knock out the explosive arrows in the quiver.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on April 27, 2017, 01:12:48 pm
Design a force field barrier spell that holds off explosions and fire. This way we could easily deflect the style.

Another thing I have in mind is actually a smaller ballista to be filled with many bodkins. You fill it up with 100-300 arrows and then pull the trigger to unleash rains of arrows.
If we go that route I would revise the arrows just as well, so they become deadly once again. If all of this goes well we could spend the extra credit on the shields to cause the
effects devastator has managed.

Design Bodkin Ballista, Revise Bodkin arrows to actually hit through leather coats as well. Extra credit for the shields to become cheap. This will be me my route for now
though I am sure one of you might come up with a better Idea.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on April 27, 2017, 01:21:26 pm
Interesting looking game. You should probably do as NUKE recommended---the best bet for countering magic is to deprive them of magic. Perhaps some research time could be spent on figuring out a way to backfire spells intentionally? When the fireball grows to twice its intended size, turns a very pretty hot pink, and flies sideways your enemy is going to stop, say "WHAT THE CRAP!?!?!?!!?" and then probably run away....because they've incinerated lots of their own guys.

Even if it goes poorly (The research, I mean), merely increasing the difficulty an enemy mage has in casting spells is bound to result in hilarious !!FUN!! advantages. If they're screwing up, they aren't kill you.
Perhaps research this method of damaging an enemy's control over magic. Not trying to completely impede it, that'd be hard. Just make it substantially more difficult.

Actually, new idea. I'm leaving the above as something for you all to consider, but here's what I would vote for:
Research means to apply magic at longer ranges. That's your biggest fault---you can't project your magic at all.

So don't continue to research the specifics---get the broad topic down. Research the means and methods, and devices, that could lengthen your range. Keep the enemy so far out of reach he'll die to the ballista and massed archer attacks. Get the rear echelons confused as crap. Get them to turn on their allies, make bad command decisions, incinerate themselves. All from the convenience of your own back lines!
But, I reiterate, no need to focus on specifics. Teletalk, etc., all work at RANGE. Extend that range. Just enough to reach out and touch somebody with a really nasty shock of anti-reality. Lunatics don't make good mages, after all!

As for the ballistae....for the love of goodness why the crap can a flipping ballista fire stones? CATAPULTS, TREBUCHETS, THESE fire stones. Ballistae fire bolts. Exclusively. I would recommend finding a way to enchant them.
How about this: If you're going to improve the ballistae, make a pottery-shard head (Explodes in shrapnel on impact) that carries an enchantment similar to the one on the staff, that denies magic? Get the enchantment to be moderately powerful, and you can effectively scatter it far and wide. Aim for their mages---you don't have to hit them all, just hit NEAR them. After all, a mage pinned to the ground by a 6-foot isn't casting magic. But he's also not casting magic if he and his buddies are in a 70-foot (Say 30-foot dispersion radius, giving you a 60-foot diameter circle of shards around impact, and a 10-foot radius to each shard's denial area).
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 27, 2017, 01:23:16 pm
Quote
Vote Count:
Designs:
Wand of Fire Resistance: (1) Devastator
Winds of the Wastes: (1) Mardent23
Revisions:
Antimagic Cone: (1) Devastator

Expense Chit:
Elite Lamellar: (1) Mardent 23
Pavise Shields: (1) Devastator
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 27, 2017, 01:26:43 pm
Interesting looking game. You should probably do as NUKE recommended---the best bet for countering magic is to deprive them of magic. Perhaps some research time could be spent on figuring out a way to backfire spells intentionally? When the fireball grows to twice its intended size, turns a very pretty hot pink, and flies sideways your enemy is going to stop, say "WHAT THE CRAP!?!?!?!!?" and then probably run away....because they've incinerated lots of their own guys.

Some good suggestions, but I want to deprive them of magic by revising our antimagic staffs to hit the enemy.  That's it.

Nuke wants selectivity, which I'm not convinced will let that happen, as it's reliant on Gale Shield protecting our mages, when they've invented a spell that might well be specifically designed to fuck with Gale Shield.

Not only that, a cone should also allow for selectivity, as the cone doesn't have to hit our own mages.

Welcome to the team.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 27, 2017, 01:30:27 pm
Having gale shield up at the same time will make their explosive arrows explode, which won't save the mage, hence not allowing us to get closer.  Having it directed and longer-ranged that way will work, and not require them to leave the protection of pavise shields.  Cheaper Pavises should let us not worry so much about destroyed cover, as blowing up the arrow will simply hit the next shield, and having more of them makes it easy enough to stop worry about cover being worn down.
I draw your attention to the following sentence:
Perhaps the Staff could be modified to allow our own magic, letting us to cast in the field without fear of exploding arrows?
Their exploding arrows are dispelled by Tubikh Rrahim.
Nevertheless, you may be right. Combining a conical AoE with cheaper pavise shields could work.
The only question is, which would be easier: changing the AoE, or selectivity? I'd guess probably changing the AoE.
I still think we should use a design for it, though. Although I can't think of any other features we might like to add.

Hmm.

evictedSaint, is the design power of a revision equal to that of a design, just focused on a single change? Or to put it more bluntly, would we have a better chance of getting the (single) feature we want if we use a design?


As for the ballistae....for the love of goodness why the crap can a flipping ballista fire stones? CATAPULTS, TREBUCHETS, THESE fire stones. Ballistae fire bolts. Exclusively. I would recommend finding a way to enchant them.
Not true. Ballista were also used to launch stones. The idea that they only launch bolts is because we think of them as giant bows, which they really aren't.


Interesting looking game. You should probably do as NUKE recommended---the best bet for countering magic is to deprive them of magic. Perhaps some research time could be spent on figuring out a way to backfire spells intentionally? When the fireball grows to twice its intended size, turns a very pretty hot pink, and flies sideways your enemy is going to stop, say "WHAT THE CRAP!?!?!?!!?" and then probably run away....because they've incinerated lots of their own guys.
That'd be nice. Hey, actually, that's another feature we could try to add if we use a design: that it doesn't dispel the entire spell, just random parts of it. So you get fireballs that don't burn, or that don't fly, or explode before they hit something.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 27, 2017, 01:46:56 pm
Quote
As for the ballistae....for the love of goodness why the crap can a flipping ballista fire stones? CATAPULTS, TREBUCHETS, THESE fire stones. Ballistae fire bolts. Exclusively.

okay (https://en.m.wikipedia.org/wiki/Ballista)

@Nuke:  using a design allows you to do a little more than a revision.  If the expense is rolled lower and it makes sense to do so, it will be lowered.  Minor bugs may be introduced if the bug roll is botched.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on April 27, 2017, 01:56:48 pm
Actually, depending on how its built, a ballista is nothing more than a very large, immobile crossbow firing a 3-foot (Even though it's exaggerated in this game) bolt with enough force to smash plate armor. If you got the right shape of stone and fitted some sort of cup or holding device to the string, then, yes, a ballista could fire a stone (Albeit very inaccurately). But that's not its purpose.

What I'm saying, however, is to focus entirely on researching longer-reaching means of using magic. Generalize your knowledge, try and get an overall bonus out of the deal here. THEN, once you have that basis, revise specific spells and items for use at long range. This should provide overall bonuses. The further back you stand, the less you die. After you gain this FUNDAMENTAL advantage, you get into the Dirty Tricks Department (See below)

And when I say backfire, I mean change fundamentally. Fly in a different direction, explode BEFORE leaving caster's hand, or, if our roll fails, turns bright (Insultingly bright) pink and kills EVEN MORE of our guys! IT'S GENIOUS!


And it might be time to start looking into magical subterfuge. Can Arstotswhatsis read minds? If not....time to infiltrate. Because once you have friendly magic-users who have learned the fireball spells/wizardry and are in their lines, you start disrupting other mages spells. Then, in the confusion, the allied spy zaps a few hundred Arstotzkans, and says "THEY ZAPPED ME WITH A CONFUSION SPELL" before either A. succeeding brilliantly or B. Dying a noble, hopefully flammable, death involving many dead/exploded Arztopskins.

Won't be long, if you start infiltration, before they can't trust each other, can't trust magic-users.......See any possibilities? *Evil grin*
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 27, 2017, 01:57:43 pm
I draw your attention to the following sentence:
Perhaps the Staff could be modified to allow our own magic, letting us to cast in the field without fear of exploding arrows?
Their exploding arrows are dispelled by Tubikh Rrahim.

That's a good point.  I still think changing the AoE is a better choice, though, a cone need not hit our troops, and you can point the cone through the pavise shield, preventing them from exploding.  If it works well and prevents their arrows from exploding, we might not even need cheaper pavises.  It should also increase the range even without increasing the power, as the height of a cone of equivalent volume to a sphere is much longer than the radius of said sphere.  Hell, you might be able to build the staff into the pavise shield, and use the front as the projecting shield.

In any case, I think that if we do that, that revision should be done first.  And if it happens, we don't need fire resistance, as our staffs will prevent fire walls and fireballs from striking our troops.  Use the design for something else instead.  Maybe roll to revise the staffs, and if that works, roll the design on making Improved Ballistae, to try and fix the bugs and reduce the cost.  Lucky Strike cheaper reliable ballistae will rock houses

Our martyr, Maealij Albarq, died for these Jungles.  We have been pushed out of these jungles.  Can we use his sacrifice to a bonus to our rolls for this turn?
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 27, 2017, 02:01:22 pm
We should send in our hero.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 27, 2017, 02:19:25 pm
Quote

Our martyr, Maealij Albarq, died for these Jungles.  We have been pushed out of these jungles.  Can we use his sacrifice to a bonus to our rolls for this turn?


You can expend your martyr this turn to premptively add +1,+1,+1 to a design roll.

We should send in our hero.

Crap, I forgot to write up the duel.  al-Mutriqa was wounded and requires a year to recover.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 27, 2017, 02:24:35 pm
Actually, depending on how its built, a ballista is nothing more than a very large, immobile crossbow firing a 3-foot (Even though it's exaggerated in this game) bolt with enough force to smash plate armor. If you got the right shape of stone and fitted some sort of cup or holding device to the string, then, yes, a ballista could fire a stone (Albeit very inaccurately). But that's not its purpose.
This isn't really the place to debate the nature of ballistae, but dude, no. They were not giant crossbows, the power is stored in torsion springs, not the bowy bit. And they absolutely were designed to fire both bolts and spherical projectiles. https://en.wikipedia.org/wiki/Ballista

Quote
And when I say backfire, I mean change fundamentally. Fly in a different direction, explode BEFORE leaving caster's hand, or, if our roll fails, turns bright (Insultingly bright) pink and kills EVEN MORE of our guys! IT'S GENIOUS!
I know what you meant. Thing is, that's a new kind of magic. How do we develop that? We don't know how fireballs work unmodified, much less how to change them.
But we can mimic the effect through partial dispelling. It won't be as potent, but we can easily develop it.

Quote
And it might be time to start looking into magical subterfuge. Can Arstotswhatsis read minds? If not....time to infiltrate. Because once you have friendly magic-users who have learned the fireball spells/wizardry and are in their lines, you start disrupting other mages spells. Then, in the confusion, the allied spy zaps a few hundred Arstotzkans, and says "THEY ZAPPED ME WITH A CONFUSION SPELL" before either A. succeeding brilliantly or B. Dying a noble, hopefully flammable, death involving many dead/exploded Arztopskins.

Won't be long, if you start infiltration, before they can't trust each other, can't trust magic-users.......See any possibilities? *Evil grin*
We could use an order to have mages attempt to infiltrate their ranks, but I refer you to our martyr: that was their failed attempt to kidnap one of our mages and learn their secrets. Orders are rolled at a disadvantage- I'd like you to imagine the result of sending mages into their camp on purpose and that going wrong. Here's a hint: they capture our mages, and learn their secrets.
Basically, the use of subterfuge is discouraged, as it would drastically change the nature of the game.

@Nuke:  using a design allows you to do a little more than a revision.  If the expense is rolled lower and it makes sense to do so, it will be lowered.  Minor bugs may be introduced if the bug roll is botched.
Hmm. But if the expense is rolled higher, the cost goes up. And we really don't want to raise the cost of Tubikh Rrahim above expensive if we can help it.

Let's just use a revision to get a different AoE. Which should be doable, considering how much bloody time we have put into this spell.

PPE:
Quote

Our martyr, Maealij Albarq, died for these Jungles.  We have been pushed out of these jungles.  Can we use his sacrifice to a bonus to our rolls for this turn?


You can expend your martyr this turn to premptively add +1,+1,+1 to a design roll.
Hey, alright! Let's do that. Design proposal:

Tubikh Rrahim Albarq: Named in honour of our fallen martyr, this version of the spell has two main additions: the area of effect is changed from a sphere around the caster to a cone emanating from the tip of the staff, and when mages attempt to cast within the field, their magic will be sabotaged rather than outright dispelled- leading to fireballs exploding in the caster's hands.
As the divine energy is focused in one direction, rather than all around, the range should be increased as well- though only as a byproduct of the other modifications.

Quote from: Votes
Designs:
Wand of Fire Resistance: (1) Devastator
Winds of the Wastes: (1) Mardent23
Tubikh Rrahim Albarq, spending the memory of our martyr for bonuses: (1) NUKE9.13
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 27, 2017, 02:35:29 pm

Quote from: Votes
Designs:

Tubikh Rrahim Albarq, spending the memory of our martyr for bonuses: (2) NUKE9.13, Mardent23

[/quote]
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 27, 2017, 02:38:22 pm
Quote
  But if the expense is rolled higher, the cost goes up

So long as the new design isnt overly more complex or ambitious (or if you roll well on expense), cost wont go up.  Example:  crystal dispelling increased the expense of Tubikh due to the complexity.  Lamellar armor increased in expense during a revision.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on April 27, 2017, 04:29:57 pm
I like the idea of modifying it enough to combine the schools of magic we know so much about---communicating with minds, driving people insane/damaging reasoning ability, and suppressing magic into one staff of you-can't-cast-straight-so-ha-ha-ha-to-you. We have knowledgeable bases in all the areas a weapon like that would require, so it should not be terribly difficult (You listening, ES? We want like a +10 to this roll ;)) to just modify how it will work.

I think this would be a valid starting point, though I still want to see a research point used, perhaps next turn, to increase magical ranges overall, if feasible (Read: If the GM agrees). If not, well, more ingenuity.

So I will agree with the idea of spending the memory of the martyr to increase our roll, and focusing the abilities of our staff in the way described by NUKE above.

And no, I don't know most of the history in this game, I haven't yet had time to read through the whole thread. I'll work on that when I find the time.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on April 27, 2017, 04:41:49 pm
Quote
Designs:
Wand of Fire Resistance: (1) Devastator
Winds of the Wastes: (1) Mardent23
Tubikh Rrahim Albarq, spending the memory of our martyr for bonuses: (1) NUKE9.13
Bodkin Ballista: (1) Detoxicated
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on April 27, 2017, 05:04:38 pm
Quote
Designs:
Wand of Fire Resistance +martyr bonus: (2) Devastator, Kashyyk
Winds of the Wastes: ()
Tubikh Rrahim Albarq +martyr bonus: (3) NUKE9.13, Mardent23, Madman
Bodkin Ballista: (1) Detoxicated
[/quote]

I really like the idea of fire resistance. I don't expect to shut down their fire spells in a single design,  but considering every single spell of theirs is fire based I think it's worth it.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on April 27, 2017, 05:12:41 pm
You know what, Kashyyk, I think that a better option would be as follows:
Let the magic-suppressor/device of misfiring happen this turn. It'll give us an advantage should they roll out any surprises. But perhaps, for later, we could create a revamped version of the present wind/gale shielding spell. We already use it to manipulate air, so manipulate air away from any fires/fireballs. Suffocate the flames. Just, be careful, and try not to choke out anybody who lights on fire, please. However, it can be a last-ditch next-turn failsafe in case this research screws up.

That's obviously just my recommendation. We should just disable all their magic if at all possible. But the idea of a fire-shield, if necessary, has promise. Especially if we base it off of already-known magics.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on April 27, 2017, 06:15:44 pm
Quote
Designs:
Wand of Fire Resistance +martyr bonus: (2) Devastator, Kashyyk
Winds of the Wastes: ()
Tubikh Rrahim Albarq +martyr bonus: (4) NUKE9.13, Mardent23, Madman, Happerry
Bodkin Ballista: (1) Detoxicated

Our biggest anti-magic issue has always been that it's mostly short ranged, so I'll vote for the longer ranged cone of effect.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on April 27, 2017, 06:25:23 pm
We should branch out with our spells and weaponry eventually though. He had a point there. Especially if we got support weapons that would be great.
I am thinking: - Entering boats, machete, bodkin ballista, a force field spell, healing spells, Sniper Crossbows, gunpowder, explosive warheads for our ballista...

Your plan seems to be a good one nuke, but we still need to spread out technology wise to make a difference.
Title: Re: Wands Race - [Moskurg]
Post by: ATHATH on April 27, 2017, 06:36:53 pm
Quote
Designs:
Wand of Fire Resistance +martyr bonus: (2) Devastator, Kashyyk
Winds of the Wastes: ()
Tubikh Rrahim Albarq +martyr bonus: (5) NUKE9.13, Mardent23, Madman, Happerry, ATHATH
Bodkin Ballista: (1) Detoxicated

Maybe we should try to make the anti-magic spell selective instead of a cone? The Arstotskans could just flank us and fireball our mages before they can cast the anti-magic spell again (in a new direction).
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 27, 2017, 07:06:08 pm
@Evicted are their bows cheap at the moment?

Anyway, I'll support the expense credit being used on the elite lamellar: That'll give us that extra edge in melee.

And to hopefully give us an even- Wait a minute how come we haven't been using the storms to stymie their archery at all?
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 27, 2017, 07:34:32 pm
@Evicted are their bows cheap at the moment?

They are able to field as many archers as we can, implying their bows are cheap.


And to hopefully give us an even- Wait a minute how come we haven't been using the storms to stymie their archery at all?

Their archers aren't accurate, except for the snipers that have been killing your mages.  Gust of Wind isn't powerful enough to make arrows a nonfactor, though it is strong enough to make them woefully inaccurate.  That being said, mass volleys of arrows don't need to be terribly accurate to hit mass targets.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 27, 2017, 08:00:50 pm
Then how have their snipers been able to hit our mages when we do have gust of wind?
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 27, 2017, 08:14:28 pm
They're elite troops with enough training to shoot accurately in stiff winds.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 27, 2017, 08:15:23 pm
Hmm.... how many of the arrows are we able to recover for examination?
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 27, 2017, 08:21:42 pm
None, at the moment.  If you'd like, you can issue an order to attempt arrow recovery.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on April 27, 2017, 08:30:42 pm
Then how have their snipers been able to hit our mages when we do have gust of wind?
Our mages are also probably busy with other stuff too. If they're calling down the lightning or an anti-magic cone, or even just using the teletalk wands, they aren't using the gust of wind spell to defend themselves. And if they're standing ready to cast gust of wind, they aren't doing the other stuff.

...We should probably start an apprenticeship program or a school or something to get more wizards, come to think of it.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 27, 2017, 08:35:24 pm
Well thanks to the lains we have the population to really do so. Thoughts on that Evicted?

And are we able to recover those arrows thanks to our anti-magic?
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 27, 2017, 08:36:30 pm
If you'd like, you can issue an order to attempt arrow recovery.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on April 27, 2017, 09:06:36 pm
I've not read the whole thread, and not seen any precise set of rules.

What's stopping us from designating some of our ridiculous horde of troops to, AFTER THE BATTLES, recover a few master-archer arrows? And, while we're at it, a few master archer bows, some enemy armor, and anything left of any dead enemy mages?

And we should probably figure out some way to get our mages more active. From what I've read, it seems like we call lightning a lot less than the enemy shoots fireballs. Just start it raining. 10,000,000-ish volts. Oh, and why can the "Hammer" only be used one half of the year???
(Actually I think lightning happens between 10 and 120 million volts (Yes, that's the closest modern science can get. Differing conditions generate lightning at different voltages), and skyrockets air temps to somewhere over that of the surface of the Sun. Survivable, since the amperage is often just low enough....but you're likely never going to fight again, and will certainly be unconscious for quite a while. Heck, might be that nobody can even survive due to rudimentary medicine, compared to modern standards)

Somewhere here, we need to start a school of Glass Cannon-ing, where you educate a bunch of farm yokels in how to blow the enemies up, not blow themselves up, and, MOST IMPORTANTLY, not hit any friendlies, since we don't actually care about them.
Heck, just have these guys carry a shield with no other armor, sprint into the enemy lines, and start casting varieties of the targeted and untargeted lightning strikes. Medieval suicide bombers! If they make it close enough to fry enemies when they die, it works great! If they manage to fry enemy mages and commanders BEFORE incinerating themselves, it works even better!
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 27, 2017, 09:28:20 pm
What's stopping us from designating some of our ridiculous horde of troops to, AFTER THE BATTLES, recover a few master-archer arrows?

Because espionage makes things much harder on the GM in terms of balance.  It's allowed through Orders, which is where you give an extra command and I roll two dice and pick the lower.  That value is the effectiveness of the command.  A 1 usually means the enemy gets a bonus - the martyr was a result of Arstotzka botching an order. (rolling a 1 is something like 30% chance)


Oh, and why can the "Hammer" only be used one half of the year???
The enemy have developed a tower that lowers the temperature in a region to the point where it snows in the jungle during the winter.  Snowclouds have difficulty generating lightning.

On the brightside, the constant abuse the jungle has taken over the past decade has killed a lot of the dense foliage, and this coming year we will have our formation bonus due to clearer ground.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 27, 2017, 09:31:07 pm
So we want to use the snow to cause icestorms or something similar.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 27, 2017, 09:45:28 pm
Design: Tubikh Rrahim Albarq [6+1, 4+1, 3+1] (Martyr spent)

We do not forget those who perished in defense of our homeland, and neither does Allah.  We honor those who've bravely given their lives, and through Tubikh Rrahim Albarq we honor the bravest of them all.

The Staff of Tubikh Rrahim Albarq is the most powerful iteration of the spell yet.  By weaving the Tale of Shahid Maealij Albarq into the etchings that make up the staff our mages can now bend the area of effect to their will.  This can be spread wide and low to cover swaths of nearby troops, or pushed long and narrow to reach far ahead.  Crystal weapons should dissolve in the area of effect, and any mages should see their spells fizzle out.

There are perhaps two major boons that come from this version of the staff.  The first is that the user can purposefully exclude other nearby allied mages to allow them to continue casting, and the second is that by narrowing their focus the caster can extend the reach outward to about mid-range.

Casting still requires the mage to meditate before and afterwards, limiting them to about once a day (although they can hold the spell active for quite a while at a time).  Casting also still requires intense focus, meaning the caster cannot do much more than passively ride a horse while holding the staff aloft.  When reshaping the area of effect a visible aura appears around the boundaries of the affected area.  This, unfortunately, gives the enemy a clear idea of which areas have spells negated and which do not, as well as hinting towards the location of the caster himself.  Expensive.
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 27, 2017, 09:53:28 pm
How should we use our credit?
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on April 27, 2017, 10:04:02 pm
Quote
Expense Credit:
Armor [1]: S34N1C
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 27, 2017, 10:08:06 pm
Revision, then expense credit, please.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 27, 2017, 10:09:48 pm
Damn this is difficult. Because if we spend it on antimagic the enemy isn't using magic or crystal weapons at all... But at the same time getting more armour or ballistae is also a good use of it.

Best to work on the revision while we mull that option over.

Rework gust of wind to be more powerful: What is says, essentially making it strong enough to push or extinguish flames.
Quote
Make Gust of wind more powerful [1]: Taricus
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 27, 2017, 10:11:52 pm


Quote
Make Gust of wind more powerful [1]: Taricus
 Better Troop Lamellar [1] Mardent23
[/quote]
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 27, 2017, 10:34:16 pm
No.. I got an idea!

Revise Detect Ambush to Detect Snipers

That should let us spot the guys sneaking up to hit our mages, or attack our camps at night.  Then we can ride them down with cavalry or always have our shields in the right places, so no getting suprised while casting Lucky Strike.

Plus it's an apprentice spell, so we can have the mage apprentices keeping watch for the full mages.

Quote
Make Gust of wind more powerful [1]: Taricus
 Better Troop Lamellar [1] Mardent23
Detect Snipers [1] Devastator

Our new spell is great, but it doesn't work if the mage gets killed, so our revision needs to keep our mages alive.  Detecting those snipers would go a long way for that.

Lamellar wouldn't, (our mages are already fully kitted with it)  gust of wind might, but detecting the snipers would let us get the shields up, and direct antimagic towards them to cut out the explosive arrows.  It would also help at night and keep them out of our camps.

I'm for expense chit on shields for the same reason.  It'll mean more shields around to give cover, as every apprentice could then carry one, as well as other important targets who might become sniper-fodder.

Detect Snipers also should be pretty easy as a guy sneaking up to shoot you in the head should be thinking pretty similar thoughts to a guy in the bush waiting for someone to shoot in the head.

Expense credit:  Shields  Because they'll do more to keep mages alive, and that's what we need most of all.
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on April 28, 2017, 12:00:16 am
Quote

Make Gust of wind more powerful [2]: Taricus, S34N1C
Better Troop Lamellar [1] Mardent23
Detect Snipers [1] Devastator
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on April 28, 2017, 12:05:51 am
Quote
Make Gust of wind more powerful [2]: Taricus, S34N1C
Better Troop Lamellar [2] Mardent23. Happerry
Detect Snipers [1] Devastator

Voting for better armor because, combined with our new Halberds and the fact that we're about to get mass combat bonuses again, maximizing our troop quality will hopefully let us horribly murder the other side.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 28, 2017, 12:09:02 am
Of course we can use the expense credit for the lamellar armour, so trying to make it cheaper in a revision seems too risky for me.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on April 28, 2017, 12:14:32 am
Expense credits only last one turn. I want to keep the armor around, not have it for only a turn.

What I want to spend the credit on is the Ballista, to be honest.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 28, 2017, 12:16:15 am
AFAIK they aren't only one turn here.
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on April 28, 2017, 12:16:33 am
Expense credits lower the cost permanently.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 28, 2017, 12:22:12 am
Expense credits permanently lower the cost of a piece of equipment by one level.

You can attempt to do multiple things to a spell/piece of equipment in a revision; how effective it is depends on how well you roll and how many things you try to change.

As a good rule of thumb I generally go by:
1 outright fails.
2 is a minor, but mostly useless success.
3-4 is a good, solid change.
5 is a good, solid change and maybe a small minor fix.
6 is a good, solid change and a medium fix.

For example, using your revision on the ballista to specifically lower the cost and rolling a six would lower the cost by one level and fix something else, like making the draw crank a one-way crank or putting it on wheels.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on April 28, 2017, 12:22:43 am
Expense credits lower the cost permanently.
...In thaaat case.

Quote
Make Gust of wind more powerful [2]: Taricus, S34N1C
Better Troop Lamellar [1]: Mardent23.
Detect Snipers [1]: Devastator
Make an Unlucky Strike spell by reversing the Lucky Strike spell [1]: Happerry

I am switching to making an Unlucky Strike spell.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 28, 2017, 12:46:44 am
Dammit, we need something so our mages don't die.

Here's a quote:

but Arstotzka has time and time again forced our mages to be a non-factor. 

We've invented a new spell, we need something to keep our mages from dying.  Gust of wind can't work, because if you're casting that continually to not get sniped, you aren't casting any useful spells.  The snipers can just wait for the mage to do something useful, and then fire.

I want a spell so that we can kill those snipers that are causing us so many problems dead.  A stronger gust of wind will make them temporarily out of play, at the cost of our mages still doing nothing useful.  Unlucky strike can only work if we know where they are, and have a way of applying it at long range, and we have neither.  Better troop lamellar will be minorly helpful, but it won't do one thing to keep our mages alive because they're already wearing the better lamellar.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 28, 2017, 12:55:49 am
They only die if they get hit by those arrows, and we also need to ensure that our troops can move unimpeded. Also, With the ballistae we may want to attempt to drive them out of the mountains. They've only got so many snipers/mages in a fort and we could probably kill them all before they're able to cause too much trouble.

@Evicted how many of their archers use those arrows?
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 28, 2017, 12:57:42 am
In the last engagement, you've only noticed these exploding arrows being used by a select few of their archers; particularly during raids and from sniping attempts.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 28, 2017, 12:58:05 am
In order to cast our big spell our mages have to hold a staff up in the air while concentrating hard and making themselves huge targets.  They can't cast gust of wind to defend themselves, and have been dying heavily during the last turn.  No "if" about it.

I want to modify an apprentice level spell to do something very similar, as if we know where their snipers are, we can deal with them with cavalry or by putting shields out.  And it'll at the bare minimum, let our guys know when they can do their big magic and when they can cast other things.  When it's safe to stay down and safe to come out.

It's a lot of gain for what should be a very small change.  And all that's secondary to the help in skirmishes and night battles, where as an apprentice spell, it'll be useful for every watch.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 28, 2017, 01:04:08 am
Okay so those archers are VE, and furthermore another mage can cast the gust of wind, so we're fine there too. We've more mages than their snipers.

Even then, a general 'detect life' spell would be a design in it's own right (one which has civilian applications like fishing).

@Evicted I take it they have the same amount of ships as us?
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 28, 2017, 01:05:06 am
I'm not trying for 'detect life'  I'm trying to adopt 'detect ambushes' to include snipers, which are similar to ambushes.

Here's another quote:

Our mages can't even cast Gust of Wind or Lucky Strike as their snipers are continuing to use their explosive arrows against us. 

It's specifically saying Gust of wind does not work, and yes they have enough of their archers to negate our mages.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 28, 2017, 01:08:53 am
Which is a waste of a revision; we'd be better off training our scouts to identify the snipers via mundane means than wasting a revision on it.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 28, 2017, 01:09:44 am
Which is a waste of a revision; we'd be better off training our scouts to identify the snipers via mundane means than wasting a revision on it.

I cannot see how anything could be more of a waste of a revision than a spell that is explicitly stated to be uncastable in the current environment.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 28, 2017, 01:12:38 am
It'd be simple enough to pair up mages and pavises, detecting the snipers is going to do fuckall for stopping them.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 28, 2017, 01:15:16 am
It'd be simple enough to pair up mages and pavises, detecting the snipers is going to do fuckall for stopping them.

Yeah it does.  If you know about the sniper, you stand behind the shield, and our cavalry goes out and harasses them, or a ballista shoots a load of rocks at them.  It would also help at night, where we don't know where they're coming from.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 28, 2017, 01:16:19 am
Our regular detect ambushes would, or should, be working at night.

@Evicted could you confirm if it is?
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 28, 2017, 01:18:43 am
I don't think it is, as we're being attacked after making camp, and as such not walking into an ambush.  I'm also pretty sure it isn't on a battlefield, as they could spot the mages first, and then send in the snipers.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on April 28, 2017, 01:18:53 am
We could also try Revising the Cyclone Shield so it doesn't have to be sustained any more, so our mages can cast it, therefor becoming immune/highly resistant to arrows, and then go cast the other spells.

Or we can try making that order of Mage Bodyguards again to counter their mage hunters.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 28, 2017, 01:20:56 am
I don't think Cyclone shield will work either, because they have arrowheads that explode on exposure to magic.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 28, 2017, 01:22:21 am
Hmm... @Evicted is it the shrapnel of the arrow exploding that's the primary kill mechanism of the exploding arrow or is it just the explosive that does it?

EDIT: If it just does it on exposure we'd be able to use our regular gust of wind spell to detonate them prematurely. In that case we should just make it quicker to cast.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 28, 2017, 01:23:44 am
Hmm... @Evicted is it the shrapnel of the arrow exploding that's the primary kill mechanism of the exploding arrow or is it just the explosive that does it?

I think either of those could work through Cyclone shield, tbh.

If you absolutely won't vote for Detect Snipers, Taricus, could we agree on something else?  I don't like the other choices any better, but I'd be willing to compromise on something like improving our ballistae or rev cyclone shield.

Or Rev our officer's armor to provide better arrow (and explosive shrapnel) protection.  We can then spend the expense chit on it to give it to everyone.  I recommend we start with helmets.

Yeah, I could go with that.  I just want something to improve the protection for our mages, be it better mage armor or shields.  Better mass armor does not, Gust of Wind does not, and a debuff we also won't be able to cast does not.

Revise Elite Lamellar to provide better arrow protection, through helmets and thicker padding.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 28, 2017, 01:30:59 am
I'm pretty sure it has helmets included I think. Otherwise we'd have a hell of a lot higher kill ratio against those knights :P

I can agree to making the ballistae more reliable though. Or cheaper via revision to save the expense credit for the armour.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 28, 2017, 01:31:33 am
I'll ask one more time.. can I get something to better protect our mages?

If no, I'll go vote for ballistae revisions.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 28, 2017, 01:33:50 am
We can't protect our mages any better with what we have!
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on April 28, 2017, 01:34:09 am
I don't think Cyclone shield will work either, because they have arrowheads that explode on exposure to magic.
Depends on how far away from the caster the Cyclone Shield is, but even if it is too close, we can combo it with the actual shield shields we have. However much damage the shrapnel might do to people, it should be a lot less threatening to our shields once we keep the arrow from lodging into the shield before it explodes.

And if the Cyclone Shield is farther away, well, it can explode all it wants without hurting us. It'd also make us a lot more resistant to normal arrow fire as well, which they still have superiority over us with.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 28, 2017, 01:36:37 am
Hrm, so revise Cyclone shield to be cast as a barrier some distance away from our troops?
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 28, 2017, 01:38:31 am
We can't protect our mages any better with what we have!

We're also not going to get anything better if every time I suggest something that will do so it gets voted down!

Anyway, I'll take that as a no.

Changing vote to Ballista revisions.

As for Happerry, Cyclone Shield is not ranged.  It's just big enough to cover a mage and maybe one other person, or a mage and the horse he's riding.  And, like all our spells, a mage casting it can't cast another spell at the same time, so if it protects a mage, that mage can't actually do anything.

We also don't know when the snipers are going to attack to use it only when necessary.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 28, 2017, 01:39:36 am
Hrm, so revise Cyclone shield to be cast as a barrier some distance away from our troops?

That's a better idea.  Knock some arrows out of the air, blow up the explosive ones on contact.

It would be even better if we could do it and know where the snipers are to set up the shield, but I'll take that.

You can count my vote for that if you write it up.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 28, 2017, 01:40:29 am
There's one thing preventing me from doing that; would our own arrows go through it as well?
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 28, 2017, 01:42:27 am
I'd doubt it, but it's too small to cover the whole battlefield anyway.  That would probably be at least one more revision.  Cast from a distance means a mage further back can cover a mage closer to the front, which should help us get some spells off.

Plus, well, our arrows don't work.  Except the ones with Lucky Strike on them.  I'm betting those will find a way through.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on April 28, 2017, 01:44:04 am
As for Happerry, Cyclone Shield is not ranged.  It's just big enough to cover a mage and maybe one other person, or a mage and the horse he's riding.  And, like all our spells, a mage casting it can't cast another spell at the same time, so if it protects a mage, that mage can't actually do anything.
...Did you miss that my revision was to make it so that a mage did not have to sustain it, allowing them to cast it to counter enemy snipers and then go back to casting other spells?

And if it's big enough to cover a horse, then it's probably big enough to make their arrow bombs go off before they lodge themselves into the pavise shields, which should prevent them from blowing holes into said shields.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 28, 2017, 01:49:29 am
As for Happerry, Cyclone Shield is not ranged.  It's just big enough to cover a mage and maybe one other person, or a mage and the horse he's riding.  And, like all our spells, a mage casting it can't cast another spell at the same time, so if it protects a mage, that mage can't actually do anything.
...Did you miss that my revision was to make it so that a mage did not have to sustain it, allowing them to cast it to counter enemy snipers and then go back to casting other spells?

And if it's big enough to cover a horse, then it's probably big enough to make their arrow bombs go off before they lodge themselves into the pavise shields, which should prevent them from blowing holes into said shields.

I did miss that, because as of now, your vote is to try to make an Unlucky Strike spell.

The cyclone shield would also make it so that the enemy explosive arrows don't need to hit mages to kill them.  So you'd shoot above the shield, and the explosion will trigger there, and hit the mage hiding below.

If cyclone shield is a must have, revise the shields to make a cyclone shield in front of them, so the arrow blows up in front of the shield, and doesn't blow up if the arrow misses the shield.  It might be harder than making it ranged, but I'm not sure about that.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on April 28, 2017, 01:56:52 am
We could also try Revising the Cyclone Shield so it doesn't have to be sustained any more, so our mages can cast it, therefor becoming immune/highly resistant to arrows, and then go cast the other spells.
For Reference then, here's my suggested Cyclone Shield Revision.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 28, 2017, 02:00:17 am
Hmm... @Evicted is it the shrapnel of the arrow exploding that's the primary kill mechanism of the exploding arrow or is it just the explosive that does it?

The arrows arent terribly lethal.  The shrapnel shreds unarmored bits like eyes and fingers, incapacitating the mage.  When exploding after hitting a shield, they blow a hole in it.  The shards are very hot, causing small fires in dry areas.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 28, 2017, 02:02:34 am
Hmm.. so would a revision of our officer armor be likely to give sufficient protection against them?  With the big shields for the standard arrows?  We might be able to give coverage just by having our mages wear gloves, coveralls, and goggles.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 28, 2017, 02:05:28 am
Well, the cyclone shield bit should be more than viable then; as long as it keeps the mages hands and eyes safe we're fine. Besides, we don't have the materials to make decent goggles.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 28, 2017, 02:06:49 am
So ranged Cyclone Shield, then?  I don't want it to be sustained as I'm afraid it'll make it harder for an antimagic caster to put the spell back up if the antimagic gets out of control for a moment.  If it's someone far away, the antimagic user can keep the antimagic up while the other mage recasts it.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 28, 2017, 02:08:18 am
Bit disappointing that the design has that 'visible' flaw in it. Although, if I'm reading it right, the caster can arbitrarily reshape the are of effect?

I agree that we need something to (further) increase the survivability of our mages. Cheaper shields will help, but we could always use more.
I actually like the idea of Detect Snipers. It should be a fairly simple change to Detect Ambush, and a sniper whose position you know is, like, 10% as effective.

Some people have changed their votes, but they did not use the method that the GM has, in an increasingly exasperated manner, asked us to use.

Quote from: Vote like this, plz
Make Gust of wind more powerful [2]: Taricus, S34N1C
Better Troop Lamellar [1]: Mardent23.
Detect Snipers [2]: Devastator, NUKE9.13
Make an Unlucky Strike spell by reversing the Lucky Strike spell [1]: Happerry
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 28, 2017, 02:10:57 am
I was waiting for something to get two votes, or one of the people who voted for the current leader, Gust of Wind, to change votes to post that.  Sorry.

I'll still agree to change to ranged cyclone shields or ballista revisions if you write it up, Taricus.  I -do- like Detect Snipers a lot better, as not only that, if they have the explosive arrows, someone knows where they are, casts Gust, and blow up the snipers with the ripple of magic that causes the wind.  But I'll go with ranged cyclone or ballista revisions to not go back on my word.

That said.. I'm only here for about an hour and a half more.  If nothing else is written up or bolded, I'm sticking with Detect Snipers, as that's the only effective thing that'll block Gust of Wind, which is still explicitly useless.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on April 28, 2017, 02:15:47 am
So ranged Cyclone Shield, then?  I don't want it to be sustained as I'm afraid it'll make it harder for an antimagic caster to put the spell back up if the antimagic gets out of control for a moment.  If it's someone far away, the antimagic user can keep the antimagic up while the other mage recasts it.
If it's not sustained, what's the point? They can't cast it and then actually do useful stuff so it won't be used, just like our current one. It needs to be sustained so our mage's can protect themselves and then go on and actually be useful.

Also good point on vote format Nuke

Quote
Make Gust of wind more powerful [2]: Taricus, S34N1C
Better Troop Lamellar [1]: Mardent23.
Detect Snipers [2]: Devastator, NUKE9.13
Make an Unlucky Strike spell by reversing the Lucky Strike spell
  • :

Sustained Cyclone Shield [1]: Happerry
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 28, 2017, 02:17:26 am
So ranged Cyclone Shield, then?  I don't want it to be sustained as I'm afraid it'll make it harder for an antimagic caster to put the spell back up if the antimagic gets out of control for a moment.  If it's someone far away, the antimagic user can keep the antimagic up while the other mage recasts it.
If it's not sustained, what's the point? They can't cast it and then actually do useful stuff so it won't be used, just like our current one. It needs to be sustained so our mage's can protect themselves and then go on and actually be useful.

Because you have another mage, one behind the front line, protecting the frontline mage.  So it'll stay up just fine, and the antimagic user can concentrate on antimagic, while the one busy with cyclone shield is further back.  If it's sustained, should the antimagic wiggle a bit, the mage is now exposed and in range of enemy archers.

The exposed mage also faces the unenviable choice of having to decide to drop the antimagic or not to put up cyclone shield again, which could lead to a lot of fireballs very quickly, or an arrow to the face, and then fireballs.

With it chained each caster has one job, which is much easier to do right.  You keep the enemy mages supressed.  You cover the front mage with Cyclone Shield.

We should know how to chain stuff like that to boot, as that's how our teletalk wands work.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on April 28, 2017, 02:26:22 am
If he's in an Anti-Magic aura he's not going to be using the Cyclone Shield anyway, because he won't need it. After all, using magic bombs in an anti-magic zone doesn't work out very well, so he can just use the Pavise Shield.

Again, without a Sustained Shield, it'll be like current choice in that our mages will have to choose between defending themselves or actually being useful on a large scale, so like now it'll basically not be used. Or if it does get relay used like you say, congratulations, you've singlehandedly taken something like 50% of our mage corps out of the line of battle, no longer using Teletalk and the like, because now they're too busy serving in the shield relay.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 28, 2017, 02:28:59 am
If he's in an Anti-Magic aura he's not going to be using the Cyclone Shield anyway, because he won't need it. After all, using magic bombs in an anti-magic zone doesn't work out very well, so he can just use the Pavise Shield.

If antimagic fields trump the need for cyclone shield, (and I think that's a possibility, provided we have enough pavise shields to go around, which we.. probably could use more of.) then why are you voting for revisions of it?  Vote for revised ballistas or something.  I could go for revised ballistas.

I think that is a possibility, which is why I want Detect Sniper, as it should provide additional protection for our mages, by ensuring that we can have the Pavise Shields placed well, and help us in skirmishes.  I'd also like rev. cheaper Pavise Shields, but think the skirmish bonus of Detect Sniper would be the better of those two.  If neither of those can happen, I'll settle for ballista revisions or ranged gale shield, as that could be used offensively as well by placing it in front of enemy archer squadrons.  (fire explosive arrow into gale shield cast a few feet in front of you, get friendly-fire)  Still though, those are basically second-tier choices for me.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 28, 2017, 02:32:45 am
As much as Nuke's idea has some merit, compared to just rendering their snipers ineffective it's still not good enough. And Happerry has a point; the exploding arrows need magic to blow up. A mage using anti-magic isn't going to suffer from exploding arrows. (Regular arrows is a different matter :P )

I'll wait until you guys get things sorted before recasting my vote though.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on April 28, 2017, 02:33:35 am
If he's in an Anti-Magic aura he's not going to be using the Cyclone Shield anyway, because he won't need it. After all, using magic bombs in an anti-magic zone doesn't work out very well, so he can just use the Pavise Shield.

If antimagic fields trump the need for cyclone shield, (and I think that's a possibility, provided we have enough pavise shields to go around, which we.. might.) then why are you voting for revisions of it?  Vote for revised ballistas or something.  I could go for revised ballistas.

I think that is a possibility, which is why I want Detect Sniper, as it should provide additional protection for our mages, by ensuring that we can have the Pavise Shields placed well, and help us in skirmishes.
If Anti-Magic field covered everything, we'd not need any of our other spells, because no one would be able to use them and this'd just be a medieval arms race. We'd also not be having any trouble with their explosive arrows.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 28, 2017, 02:39:16 am
I'm looking at a tie between a choice I like, Detect Sniper, and a choice I think is basically useless, Heavier Gust of Wind.  Changing to Sustained Gale Shield would make it between a third-tier choice of mine and one that I think is basically useless.  I'm not unwilling to compromise, but I'd like to compromise to something I think does something, not something I think is barely better than a complete blank.

Lastly, our new antimagic has to be directed.  If we don't know where the explosive arrows are coming from, it might be directed in the wrong direction.  It's not complete all-round coverage like the previous version.  Especially if the guy is trying to make sure to cover fireball casters, which is the big gain from our new spell, that it now has enough reach to get fireball casters.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 28, 2017, 02:50:12 am
As much as Nuke's idea has some merit, compared to just rendering their snipers ineffective it's still not good enough. And Happerry has a point; the exploding arrows need magic to blow up. A mage using anti-magic isn't going to suffer from exploding arrows. (Regular arrows is a different matter :P )

I'll wait until you guys get things sorted before recasting my vote though.
Your idea being we use gust of wind to set off the explosive arrows before they reach us? Problem with that is, if we don't know where the snipers are, how can we direct gust of wind at them?
If we know where the snipers are, we can just send our cavalry to flush 'em out, or aim our shields in their direction.

EDIT: Or shoot 'em with ballistae.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 28, 2017, 02:54:44 am
Sustained or not, a non-ranged gale shield has explosive arrows blowing up two feet from our mages.  Right now, having arrows blow up two feet from our mages and on the other side of a Pavise Shield are incapacitating.

In order of what I would like, here's the list of things I'm willing to vote for to to get the revision through:

Revise Detect Ambush into Detect Sniper.
Revise Elite Armor to provide fuller coverage by including gloves and a full helm
Revise Pavise Shields to provide a sustained short-range magical field to trigger explosive arrows.
Revise Ballistas to be More Reliable / and or Cheaper
Revise Ballistas to be Cheaper / and or More Reliable
Revise Pavise Shields to be Cheaper
Revise Gale Shield to be castable at Range
Revise Quickened Antimagic
Revise Elite Armor to be Cheaper


-edited to include Kashyyk's suggestion.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on April 28, 2017, 03:01:21 am
Quickened Tubikh Rrahim - By ensuring our mages follow all the religious tenants of an imam and even having them ordained, will ensure the purity of mind required to cast Tubikh Rrahim is maintained at all times. Thus a mage will no longer need to meditate before and after casting.

Quote
Make Gust of wind more powerful [2]: Taricus, S34N1C
Better Troop Lamellar [1]: Mardent23.
Detect Snipers [2]: Devastator, NUKE9.13
Make an Unlucky Strike spell by reversing the Lucky Strike spell []:
Sustained Cyclone Shield [1]: Happerry
Quickened Tubikh Rrahim [1]: Kashyyk
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on April 28, 2017, 03:08:14 am
Sustained or not, a non-ranged gale shield has explosive arrows blowing up two feet from our mages.  Right now, having arrows blow up two feet from our mages and on the other side of a Pavise Shield are incapacitating.
If the shield is big enough to cover a horse and a rider, then I'm pretty damn sure it's big enough to blow the arrows up on the far side of the shield, not after it hits the shield. Which is like half the point, because if it blows up before it hits the shield then it's not blowing holes in the shield and the shrapnel can just bounce off.

And even if there isn't a Pavise shield around, having them blow up any feet away from our magi is better then having them hit the magic and then explode.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 28, 2017, 03:15:52 am
Sustained or not, a non-ranged gale shield has explosive arrows blowing up two feet from our mages.  Right now, having arrows blow up two feet from our mages and on the other side of a Pavise Shield are incapacitating.
If the shield is big enough to cover a horse and a rider, then I'm pretty damn sure it's big enough to blow the arrows up on the far side of the shield, not after it hits the shield. Which is like half the point, because if it blows up before it hits the shield then it's not blowing holes in the shield and the shrapnel can just bounce off.

And even if there isn't a Pavise shield around, having them blow up any feet away from our magi is better then having them hit the magic and then explode.

If it's castable from range it will still do all that.  Our antimagic spell is not cast quickly.  You can't turn it on and off like a lightbulb if your spell goes down or you get distracted.

Here's a quote from the description of our antimagic spell:

Quote
Casting still requires the mage to meditate before and afterwards, limiting them to about once a day

That mage gets one shot a day with the antimagic spell, and if the spell is dropped for any reason, you can't get it back.  Don't ask that mage to do anything else.  If that mage is to be protected with magic, let someone else do it.  Any kind of sustained spell, that's distracting, and if the antimagic goes off a bit, the "sustained" gale shield goes down.  And the antimagic caster cannot recast gale shield and then start the antimagic again, that's the one and only shot of it all day.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 28, 2017, 03:18:14 am
Quote
Make Gust of wind more powerful [1]: S34N1C
Better Troop Lamellar [1]: Mardent23.
Detect Snipers [2]: Devastator, NUKE9.13
Make an Unlucky Strike spell by reversing the Lucky Strike spell []:
Sustained Cyclone Shield [1]: Happerry
Quickened Tubikh Rrahim [2]: Kashyyk, Taricus

Going cleric with our magic users? UNLEASH THE CoDZILLA!
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 28, 2017, 03:20:12 am
Quote
Make Gust of wind more powerful [1]: S34N1C
Better Troop Lamellar [1]: Mardent23.
Detect Snipers [1]: NUKE9.13
Make an Unlucky Strike spell by reversing the Lucky Strike spell []:
Sustained Cyclone Shield [1]: Happerry
Quickened Tubikh Rrahim [3]: Kashyyk, Taricus, Devastator


Looks like I've got no choice.  Sigh, my eighth favorite, so I guess I should be happy?

Oh well, maybe we'll Expense chit our Pavise Shields and actually get something to protect our mages?  I'm doubting it though.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on April 28, 2017, 03:23:55 am
Sustained or not, a non-ranged gale shield has explosive arrows blowing up two feet from our mages.  Right now, having arrows blow up two feet from our mages and on the other side of a Pavise Shield are incapacitating.
If the shield is big enough to cover a horse and a rider, then I'm pretty damn sure it's big enough to blow the arrows up on the far side of the shield, not after it hits the shield. Which is like half the point, because if it blows up before it hits the shield then it's not blowing holes in the shield and the shrapnel can just bounce off.

And even if there isn't a Pavise shield around, having them blow up any feet away from our magi is better then having them hit the magic and then explode.

If it's castable from range it will still do all that.  Our antimagic spell is not cast quickly.  You can't turn it on and off like a lightbulb if your spell goes down or you get distracted.

Here's a quote from the description of our antimagic spell:

Quote
Casting still requires the mage to meditate before and afterwards, limiting them to about once a day

That mage gets one shot a day with the antimagic spell, and if the spell is dropped for any reason, you can't get it back.  Don't ask that mage to do anything else.  If that mage is to be protected with magic, let someone else do it.  Any kind of sustained spell, that's distracting, and if the antimagic goes off a bit, the "sustained" gale shield goes down.  And the antimagic caster cannot recast gale shield and then start the antimagic again, that's the one and only shot of it all day.
And, as I've said before, if a mage is covering himself with an anti-magic field he doesn't need the spell, and so like before your point is pointless. But not all magi are casting anti-magic, because we still have teletalkers, gust of wind casters, lucky strike casters, and so on and so forth, the very mages currently being turned into pincushions as soon as the enemy sees them. Of course, if they could cast Cyclone Shield on themselves and then go off to do other magics, they wouldn't need to worry about enemy archers any more...
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 28, 2017, 03:25:53 am
And, as I've said before, if a mage is covering himself with an anti-magic field he doesn't need the spell, and so like before your point is pointless.

We don't know that.

The arrows which incapacitate our casters are the explosive ones.  If antimagic reliably trumps those, we don't need sustained gale shield, as our antimagic spell can protect many casters.

If antimagic does not protect them, neither will sustained gale shield, as the gale shield is a bigger target than the pavise shield, and an explosion that can incapacitate through a shield and two feet of air can incapacitate through two feet of air alone.

Where's the hole in the logic here?  It sounds like the right choice is to not vote for either sustained gale shield or ranged gale shield on our casters, as they won't need it.  If the mages won't need it, then ranged is strictly better because it can protect non-casters much better.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on April 28, 2017, 03:31:02 am
And, as I've said before, if a mage is covering himself with an anti-magic field he doesn't need the spell, and so like before your point is pointless.

We.. don't.. know.. that.
Yes we do?

[Curiously enough, the Staff doesn't cause the arrows to explode.
Directly from the last turn post. Using the Anti-Magic spell doesn't cause them to explode. Maybe I'm wrong and it's not suppressing the magic explosions, but either way, no explosions means no holes in the shield, which means they might as well just be using normal arrows against the anti-magic casters.

Also directly from the last turn post...
Our mages can't even cast Gust of Wind or Lucky Strike as their snipers are continuing to use their explosive arrows against us. 
It's all our support mages who don't use the anti-magic field that are being murdered by the arrows, and they can damn well spare a moment from casting lucky strike to reset their defenses if something goes wrong and they get touched by our anti-magic field for a few moments.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 28, 2017, 03:38:38 am
It's all our support mages who don't use the anti-magic field that are being murdered by the arrows, and they can damn well spare a moment from casting lucky strike to reset their defenses if something goes wrong and they get touched by our anti-magic field for a few moments.

Last turn we couldn't cover those mages with an antimagic field and still let them cast.  This turn we can.  If that's enough, we don't need gale shield cast on them, as they have pavises for non-magical arrows.  If it isn't enough, then gale shield won't help, as explosions can hit the gale instead of the pavise shield.

If our casters don't need gale shield, (and I don't see why they would, if they are protected against explosive and normal arrows), then ranged is strictly better as it can be used to protect non-casters.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on April 28, 2017, 03:42:47 am
If we just want ranged firepower, we should probably try revising cheaper/less likely to self destruct Ballista so we can snipe all/more of their mages and officers from way out of the enemy's range.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 28, 2017, 03:44:55 am
I think that was about fourth on my list.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on April 28, 2017, 03:46:56 am
Well, I'd be willing to switch to that.

Quote
Make Gust of wind more powerful [1]: S34N1C
Better Troop Lamellar [1]: Mardent23.
Detect Snipers [1]: NUKE9.13
Quickened Tubikh Rrahim [3]: Kashyyk, Taricus, Devastator
Make a Ballista design that does not self destruct when used [1]: Happerry
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 28, 2017, 03:48:11 am
Sure, but I just want this to be over.  Move me over if that vote will switch the decision from Quickened Antimagic.  Don't create another tie.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 28, 2017, 03:59:03 am
Fine. If we think our mages have enough protection with cheaper shields, then I guess I could go for better ballistae. I think Tubikh Rrahim is good enough as-is.

Quote
Make Gust of wind more powerful [1]: S34N1C
Better Troop Lamellar [1]: Mardent23.
Quickened Tubikh Rrahim [3]: Kashyyk, Taricus, Devastator
Make a Ballista design that does not self destruct when used [2]: Happerry, NUKE9.13

Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 28, 2017, 04:00:11 am
The sheilds aren't going to protect the mages; as evicted said they get holes blown in them and half of that would be the reason our mages are being incapacitated.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on April 28, 2017, 06:16:34 am
I think we should spend our expense chit on either the Ballista or the armour.

Ballista would be better to spend it on I think, because having more of them will counteract them being unreliable.

Quote
Revise
Make Gust of wind more powerful [1]: S34N1C
Better Troop Lamellar [1]: Mardent23.
Quickened Tubikh Rrahim [3]: Kashyyk, Taricus, Devastator
Make a Ballista design that does not self destruct when used [2]: Happerry, NUKE9.13

Expense Credit
Ballista [1]: Kashyyk

Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 28, 2017, 06:19:24 am
The armour is the first priority, with it we can assault the mountain fortresses and drive up the cost of ALL their armour. Let's see how they like having only a third of their army armoured.

Otherwise, if we're going to do the expense credit on the ballistas, we'll still need to revise them not to break.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 28, 2017, 06:45:14 am
The shields aren't going to protect the mages; as evicted said they get holes blown in them and half of that would be the reason our mages are being incapacitated.
Well we have to do something to protect our mages. I refuse to just ignore the problem of our mages getting sniped. That's one of our main problems at the moment.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 28, 2017, 06:50:00 am
They aren't being sniped lethally and apart from the cyclone shield being sustained I can't see any way we can actually protect their eyes as well as their hands. More to the point our anti-magic does not trigger the explosive arrows and allows us to do our own, and more effective, mage sniping.

Besides, those snipers can't really hit. Just mount our mages not casting anti-magic on a horse and we're fine. Good luck hitting a moving target Arstotzka :D
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 28, 2017, 06:58:37 am
So I went back and re-read the combat report. Apparently selective anti-magic should be enough to counter their exploding arrows. So okay, I guess we're fine.

Still, cheaper shields would let us equip more of our soldiers with them, allowing us to, for example, approach their mountain forts without getting sniped to death. Whereas cheaper armour, whilst nice, is not as effective against arrows as shields are.

Alternatively, we can revise ballistae not to break, then cheapen them, to flood the battlefield with accurate, reliable siege weapons. Would also let us take down their fortifications in the mountains.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 28, 2017, 07:02:21 am
Still, that could be something for next turn, minus the revision credit. Having a lot more uses of anti-magic will go a long way to completely nullifying their magic. And the armour will help morale as well as keeping the troops safe from harm.
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on April 28, 2017, 08:10:15 am
Lots of discussion last night. Several good points.

Quote
Revise
Make Gust of wind more powerful []:
Better Troop Lamellar [1]: Mardent23.
Quickened Tubikh Rrahim [3]: Kashyyk, Taricus, Devastator
Make a Ballista design that does not self destruct when used [3]: Happerry, NUKE9.13, S34N1C

Expense Credit
Ballista [1]: Kashyyk
Elite Armor [1]: S34N1C
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 28, 2017, 08:18:56 am
Sure, but I just want this to be over.  Move me over [to Ballista] if that vote will switch the decision from Quickened Antimagic.  Don't create another tie.
Quote from: Votes
Revise
Make Gust of wind more powerful []:
Better Troop Lamellar [1]: Mardent23.
Quickened Tubikh Rrahim [2]: Kashyyk, Taricus, Devastator
Make a Ballista design that does not self destruct when used [4]: Happerry, NUKE9.13, S34N1C, Devastator

Expense Credit (Is not on the agenda at the moment.)
Ballista [1]: Kashyyk
Elite Armor [1]: S34N1C
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 28, 2017, 08:42:52 am
Quote from: Votes
Revise
Make Gust of wind more powerful []:
Better Troop Lamellar [1]: Mardent23.
Quickened Tubikh Rrahim [2]: Kashyyk, Taricus, Devastator
Make a Ballista design that does not self destruct when used [4]: Happerry, NUKE9.13, S34N1C, Devastator

Expense Credit (Is not on the agenda at the moment.)
Ballista [1]: Kashyyk
Elite Armor [2]: S34N1C, Taricus
Title: Re: Wands Race - [Moskurg]
Post by: Iituem on April 28, 2017, 08:47:00 am
Greetings, Strong Moskurg!  Just writing to say I'm heading back from China next week and had a day off today, so I caught up with the thread.  Wow!  It's really nice to see how well this has been going, and I tip my hat to Saint for being such a grand GM.  In fact, just in case there was any doubt about it, I'll be leaving this with Saint (because in a real way it's their rather awesome game now) and starting up some other game when I get back.  Until then, however, glory to Moskurg!
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 28, 2017, 08:58:09 am
GLORY TO MOSKURG. Unless you've also said the same to Arstotzka thus we'll have to kill you for being a evil arstotzkan :P
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on April 28, 2017, 09:00:05 am
He's just a two faced liar! He posted in the Arstotzka thread too! Begone, infidel!!


Seriously though, good to see you
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 28, 2017, 10:09:02 am
Revision: Better Ballista [6]

Most of the changes we make to the ballista are relatively simple.  A one-way gearing on the draw crank lets the engineer set the bowstring without fear of breaking his arms.  Metal splints brace the arms, taking a good deal of strain off the wooden components allowing them to last long enough that maintainance outside of battle will keep them operational.  We've also discovered that the reason it will spontaneously deconstruct is because the ammunition will occasionally be loaded off-center, nicking the frame and causing it to shatter.  This is fixed by improving the guides, which has an extra benefit of allowing the projectile to fly slightly more accurately. 

As an added bonus, wheels are added to the frame.  This lets us wheel the device into position and begin firing without having to set up first, meaning it can now be used on the offensive.

The ballista is still complicated to produce and training takes a long time, but at least they don't randomly blow up any more.  Very Expensive.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 28, 2017, 10:22:09 am
This is without using the expense credit? If so, we're using it on the armour!

Quote
Expense
Elite Lamellar [1]: Taricus
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 28, 2017, 10:25:34 am
My mistake, sorry.  It is still very expensive.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 28, 2017, 10:29:05 am
Aw bum. Well at least we got wheels for it instead!

Hmmm... Anyone thinking we should make proper medieval tanks? :D
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 28, 2017, 11:01:47 am
This is without using the expense credit? If so, we're using it on the armour!

Our ballista revision went great!  Lets not make it cheaper!

Dammit guys, lets do the right thing here.

Quote
Expense
Ballista [1]: Devastator
Elite Lamellar [2]: Taricus, Mardent23

Expense chit on Ballistae
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 28, 2017, 11:02:57 am


Quote
Expense
Elite Lamellar [2]: Taricus, Mardent23
[/quote]
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on April 28, 2017, 11:08:35 am
Quote
Expense
Ballista [1]: Devastator
Elite Lamellar [2]: Taricus, Mardent23, S34N1C
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 28, 2017, 11:12:38 am
Good job on us improving the thing we're about to make cheaper, then.  That might have made sense..
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on April 28, 2017, 11:32:12 am
Voting for armor this time because we really need the better armor for everyone.

Quote
Expense
Ballista [2]: Devastator,
Elite Lamellar [4]: Taricus, Mardent23, S34N1C, Happerry
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on April 28, 2017, 11:44:26 am
@Devastator, I feel like there are several reasons to make the armor cheaper instead of the ballistae

1. It seems to me that the ballistae will be extremely effective even in such few numbers

2. The only reasons that their troops trump ours is because they are so survivable. If we have a comparable level of survivability, we will both outnumber them and outclass them.

3. Only having our officers wear the Elite Lamellar makes them targets. If everyone wears them, not only do the normal foot soldiers get better protection, but it will be harder to single out officers.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 28, 2017, 11:46:34 am
Hell we could make all our soldiers, wizards and officers look alike since thanks to the teletalk wands we can easily co-ordinate our forces.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 28, 2017, 12:06:07 pm
I still say we should cheapen the ballista, so that we can deploy one on every ship, and dozens at every battle. But I can see the argument in favour of cheaper armour as well.
Quote from: Votes
Expense
Ballista [2]: Devastator, NUKE9.13
Elite Lamellar [4]: Taricus, Mardent23, S34N1C, Happerry
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on April 28, 2017, 12:12:52 pm
Another thing I just thought of.

Armor is useful in 100% of engagements (except maybe on the ocean), whereas ballistae can't be used in things like skirmishes
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 28, 2017, 01:17:48 pm
Oh yeah, just one more thing!

Deploy Al-Mutriqa to the mountains to begin assaulting the Arstotzkan positions there

Next turn revising longer ranged teletalk wands and designing galleys should give us a decisive edge at sea.
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on April 28, 2017, 01:27:38 pm
Maybe not this turn. We really need to contest the jungle this turn. We CAN NOT let them hold it, which means we need every available man to assault the jungle with all they've got, cause I'm certain Arstrokza will do the same.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 28, 2017, 01:31:28 pm
If we can dislodge them even a little from the mountains we utterly curtail their armour ubiquity; only a THIRD of their troops will have plate armour or chain mail which will prove decisive; our archers can actually hurt shit again. Which will provide the edge to win back the jungle.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 28, 2017, 01:33:50 pm
If we can dislodge them even a little from the mountains we utterly curtail their armour ubiquity; only a THIRD of their troops will have plate armour or chain mail

This is not the case; they will instead lose a bonus to designing primarily metal components.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 28, 2017, 01:36:33 pm
How the hell do they have all full plate then?!
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 28, 2017, 01:38:36 pm
They spent several designs and revisions making it and rolled well. The mountain bonus helped make it cheap
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 28, 2017, 01:42:13 pm
Okay now that's seeming pretty bullshit since the mountain used to just make it cheap via supplies, AFAIK that's what Iituem said.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 28, 2017, 01:55:10 pm
Okay now that's seeming pretty bullshit since the mountain used to just make it cheap via supplies, AFAIK that's what Iituem said.
It's just like how expense credits make things cheaper permanently. Don't think about it too hard.

We should retake the jungle before they can fortify their position and gain a manpower bonus.
Armor is useful in 100% of engagements (except maybe on the ocean), whereas ballistae can't be used in things like skirmishes
That's a fair point, I suppose. Hmm. I guess not breaking down half the time is sort of like doubling our ballistae anyway. Fine, let's cheapen armour.
Quote from: Votes
Expense
Ballista [1]: Devastator
Elite Lamellar [5]: Taricus, Mardent23, S34N1C, Happerry, NUKE9.13
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 28, 2017, 01:57:53 pm
Alright, we'll focus on the jungle then. Taking the mountains is something we should do to topple that tower of theirs that's giving us grief everywhere.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 28, 2017, 02:08:36 pm
Alright, we'll focus on the jungle then. Taking the mountains is something we should do to topple that tower of theirs that's giving us grief everywhere.
I think their tower is in the jungle? The impression I get is that it only affects a single theatre at a time. Which is a good thing, since having them everywhere would be hell.

Another reason to focus on the jungle is that defoliation should be complete this turn, meaning we can deploy larger formations.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 28, 2017, 02:10:07 pm
It's actually in the mountains, though it only affecting a single theatre makes sense. Should make it easier to kick over.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 28, 2017, 02:40:16 pm
Expense Credit: Elite Lamellar
Rather than just use our new-found income on buying more armor, we instead invest in facilities and manufacturing capital to produce more.  It takes most of the year, but we get a workcenter together and begin cranking out professional lamellar as quickly as we can.

Our army looks as professional as fuck.

Every man is clad in a suit of lacquered scales interwoven with leather chords and backed by a leather lining.  Our men are thrilled to have their new armor - for almost two decades now they've been butchered by axe, sword, and bow.  The armor isn't invincible, but it goes a long, long way to keeping them alive long enough to survive.

The armor is flexible, allowing greater freedom of movement.  Fully equipped, the average Moskurg foot soldier is about even with an Arstotzkan.  We have greater numbers, so in a pure melee we should come out on top, but they have effective archers while we have none.  Strength-wise in terms of "boots on the ground", we are about even.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 28, 2017, 02:45:24 pm
I'm pretty sure their archers won't be that effective now.

Also are their horses barded at all?
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 28, 2017, 02:47:57 pm
The effect of enemy archers has been lessened, yes.

Their horses are not armored, but they are larger, heavier, and slower than ours.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 28, 2017, 02:48:57 pm
But importantly they aren't armoured. Meaning they're target number 1 for our archers.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 28, 2017, 02:49:50 pm
Correct. I was referring to the man-to-man melee's.
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 28, 2017, 03:02:50 pm
Next phase, we should focus on our archers. Also, At some point we  should analyze the ashwood shafts. Can we order our researchers to analyze them from our conquered territories?
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 28, 2017, 03:06:18 pm
Anti-magic arrows? Works like their magic exploding arrows but except it detonates when antimagic is introduced to it. If our bodkins stick in their armour we can use that to literally explode their lines :D
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 28, 2017, 05:55:54 pm
@Devastator, I feel like there are several reasons to make the armor cheaper instead of the ballistae

1. It seems to me that the ballistae will be extremely effective even in such few numbers

2. The only reasons that their troops trump ours is because they are so survivable. If we have a comparable level of survivability, we will both outnumber them and outclass them.

3. Only having our officers wear the Elite Lamellar makes them targets. If everyone wears them, not only do the normal foot soldiers get better protection, but it will be harder to single out officers.

1.  I think the ballistas will be pretty effective.  I also think that MORE very effective ballistas would be even better.  I mean why shoot some of their commanders when we could shoot all of their commanders?

2.  The armor just kinda seemed as an incremental improvement, you know?  It's better than what we had, but still not really good, so I didn't see it as making that much of a difference.  Evicted said it was kinda even before, and after our new armor a melee is still kinda even.  Better, but not amazing.  The improvement is, after all, a 1 on a revision.

3.  There's some truth to that, but it still seems kinda incremental.

Anyway, as for the future, my only thoughts right now is that if we gain ground, we should try for something ambitious or unlock a new field of magic, as we'll have plenty of time and the enemy will be scrambling to regain lost ground.  If we don't gain ground, we should design something immediately useful, as we may be facing an invasion of the desert, and not have time for that.

Oh, and..

Quote
Orders:
Attack in the mountains: (1) Devastator
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 28, 2017, 06:03:48 pm
What about on-site  teleportation?  That way, we could warp in reinforcements.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 28, 2017, 06:05:35 pm
What about on-site  teleportation?  That way, we could warp in reinforcements.
That sounds like an incredibly advanced spell in a field we have zero experience in. Branching out into new fields is fine, but we should start small in them, not immediately try for something massive.
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 28, 2017, 06:10:54 pm
I was just thinking later game. How  about weather manipulation?
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 28, 2017, 06:14:32 pm
I still want my pegasai for fast travel.  It'd probably get a bonus due to general societal enthusiasm.

In more general terms, I think that summoning or creating things that weren't there before, (conjuration), changing the nature of materials (alteration), and changing one material to another (transmutation), would probably all work fine under any antimagic we use or any antimagic detection they use, and all of them would be very applicable to the war effort.
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 28, 2017, 06:16:34 pm
Of those two, transmutation would be the most useful right now. Given that there is a possibility that our resources will be reduced,  an alternate means of production will need to be found.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 28, 2017, 06:24:59 pm
Of those two, transmutation would be the most useful right now. Given that there is a possibility that our resources will be reduced,  an alternate means of production will need to be found.

This would be dependant on gaining ground next turn.  If they secure the jungle but we dislodge them from the mountains and gain ground on the coast, I'd be okay with going long-term.  If we take back a bit of the jungle, lets go long term.  But if we get stonewalled everywhere, I don't think we can afford a design phase on what's likely a null.

All of them could be useful for resources, too, either summoning rare resources, changing common resources into rare ones, or making common ones act for better.  If we get really expert at them, we could probably design something in any of those fields related to manufacturing.

I was just thinking later game. How  about weather manipulation?

Weather manipulation is nice, but we both have abilities based on that.  (their tower and our storms.)  I'd like to hit them from an unexpected direction if we're going for a longer term gain, as it'll take them more time to deal with it.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 28, 2017, 06:30:00 pm
Hmm... Ships then Devastator? If we get a galley we've got more powerful and larger ships than the Arstotzkan longboats, and we make them dread getting close due to the rams on the prow of the galleys
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 28, 2017, 06:31:27 pm
What about mental manipulation?
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 28, 2017, 06:32:03 pm
Or better yet, weapon enchantment.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 28, 2017, 06:33:13 pm
Or better yet, weapon enchantment.

That sounds like alteration.  Steel arrowheads that cut like diamonds, cloth armor that's fireproof and as strong as steel, etc.  And it wouldn't vanish like their crystal weapons do.
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 28, 2017, 06:33:47 pm
If we were to do  something like a mass  hallucination, all we would need to do is modify our Teletalk spells.  Hearing constant, whispering voices would destroy enemy cohesion.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 28, 2017, 06:36:41 pm
If we were to do  something like a mass  hallucination, all we would need to do is modify our Teletalk spells.  Hearing constant, whispering voices would destroy enemy cohesion.

Maybe not as such, they seem to have some sort of protection from that sort of thing for a while.  But Conjuration could cover that, by creating real whispers and murmers for them to hear.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 28, 2017, 06:45:33 pm
Combat for 927

The jungle isn't as bare as we'd expect this year.  Patches of newly-sprouted trees and bushes dot the land, in curiously non-natural formations.  In fact, our men must march through brambleweed and thornbushes to reach the enemy, hurting our moral and causing superficial scratches.  It's off-putting, and it prevents us from using our formation bonus to full effect.

Nothing much has changed during skirmishes; Our men still shiver in the cold when they charge into our camps and snipe us in the night, and their men still scramble when our horse archers ride through their camps spewing arrows.

As always, Arstotzka's assault makes heavy use of fireballs.  They make their way through the semi-bare land, marching slowly and in the open.  They are perfect targets for our ballistas.  Our mages cast Lucky Strike and the shots fly away.  Plate armor can't stop an arrow from God, and the first shot ends up pinning one of their commanders to the ground like a pin through a butterfly.  We don't have as many ballistas as we'd like, sadly, but unlike last year they don't taper off and stop firing as they break.  They keep coming, sniping their mages and commanders with terrible accuracy.    By the time they get to our lines we are already wheeling the contraptions out of their range, stopping to spit stone shot into their troops.  It's clear now what the future of warfare is; artillery.  Their men hurry along, doubled over, shields held high against death that not even their fantastic armor will stop, but they charge on like the foolish Arstotzkans they are.  They have only a few mages and apprentices left by the time the battle is joined, but when they're in range they cast their fire with fabulous effect.  Their archers begin their volleys as well, but our men don't wither before our arrow fire like before.  Many are skewered by the deadly rain, but more than a couple manage to shrug off the heavy ashwood shafts.  Our Elite Lamellar Armor saves many lives today.  Both we and the enemy attempt to get our calvary into play, but they're used to limited effect and neither side has the advantage.  For the ground forces, our halberds are just as effective as our new armor, managing to punch through the weaker sections of Arstotzkan plate.  Our soldiers work in tandem; one soldiers will grab an Arstotzkan fighter with his hook and the other will carefully line up the killing blow.  Their armor is superior to ours in terms of protection and their troops are more highly trained, but they've had to march through artillery fire to meet us.  Still, the fighting is relatively even, but they might have pulled ahead had new Staffs of Tubikh Rrahim Albarq not snuffed out the their magic.  Giant glowing fields extend outwards from our lines and envelop what's left of their wizards, once more causing magic to fizzle on their fingertips.  Their snipers do their best to kill our casters, but their anti-magic bomb arrows fail to detonate once inside the glowing field and thud harmlessly into our pavise shields.  With equal troops, limited commanders, and no effective mages, their forces are forced to pull back to their fortifications. 

We don't advance on their emplacements - not right away, at least.  Our artillery sends deadly accurate javelins and stone shot into their troops all day long.  We hammer them relentlessly until they're forced to sally forth and destroy the siege weaponry...only for the same battle to occur.  Their mages can't cast, their snipers can't kill, and their men are slaughtered.  A cheer goes up through our men as we take back the section of jungle bordering our homelands and send those fucking cowards back north!


Our Theatre Commander is in love with his new ballista.  The ability to hold Arstotzka at range was crucial to our success this year - without it, we would have surely been forced back onto our desert sands.  He urges you to develop newer and better applications for the device - perhaps exploding stones like Arstotzka's arrows, or even longer ranges - hell, simply more of the damn things would be welcome!  Our men are happy to finally be clad in armor worth wearing.  It's not uncommon to see our men taking uncharacteristically good care of their armor after that battle, carefully mending split straps or polishing the gleaming scales.

Moskurg gains a section of jungle.


Our artillery is equally devastating on the high seas.  They can't catch us or match us for range, so we slowly chip our ships to death.  They pull back and ceding a section of coastline to the us.

Our Theatre Commander asks for flaming shot to load into our ballistas to set enemy ships alight.  If that is not possible he understands and says he will make do.

Moskurg gains a section of coastline in the Western Sea.

Revision Credit!!!  Foreigners land on our shores.  They are dark skinned and clad in simple garments of rough cotton and furs, and their accent is thick and difficult to understand.  They approach our king and beg for assistance.  It seems they are from across the ocean from a small country in a hot desert land and their home is under attack by invaders.  They are a poor people, and in their desperate search for mercenaries to help them hold their land they come to Forenia.  They cannot afford to pay for mercenary services, but if we help them they offer the wisdom of their mystic, an old man by the name of Barbushe.  Because Moskurg and Arstotzka are unwilling to cooperate, they will go with whichever nation can offer more troops, weapons, and other equipment to help them beat back the invaders. 

Whatever troops we send will be unable to fight for our nation next year, and may not return if the fight goes poorly.  Yet their offer is enticing, as their mystic seems knowledgeable and may offer more insight into magic. 

What should we bid?


It is 928, the Design Phase.

Spoiler: State of Forenia, 928 (click to show/hide)

Spoiler: Moskurger Spells (click to show/hide)
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 28, 2017, 06:48:44 pm
We need the credit. we should help them. Also, "Non-natural Formations?" Are they using horticulture? Biomancy?
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 28, 2017, 06:48:48 pm
Sorry, Devestator.  I need a solid consensus before we resume assault on the mountains.  A one-man order isn't going to cut it.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 28, 2017, 06:51:39 pm
Sorry, Devestator.  I need a solid consensus before we resume assault on the mountains.  A one-man order isn't going to cut it.

Yeah, no problem.  I'll put the form up sooner.

Anyway,

Three cheers for Moskurg!
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 28, 2017, 06:52:40 pm
Since we still follow Chivalry,  can we get a bonus to an  assist order?
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 28, 2017, 07:00:37 pm
For design, I currently have two ideas.
The Transmutation of Reeds: Given the possibility of biomancy,   steps must be taken to prevent the growth of new vegetation.  This ritual allows for our mages to convert  plant matter into more useful items.
Gale Stones :  In short, enchanted rocks. Inscribed by our alchemists, and blessed by our mages, upon impact, the  stones shatter,  and  the equivalent of a tornado is released.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 28, 2017, 07:04:10 pm
Since we still follow Chivalry,  can we get a bonus to an  assist order?

HAHAHA oh my god, no, nah, dude.  You guys set up concentration camps a long time ago and you work captured Arstotzkans to death in mines.  I put it to a vote, and that's what you guys picked. 


Also, @Devastator: You keep pitching pegasi, and I'm curious as to what advantage you see this having over just developing a flying spell
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 28, 2017, 07:11:58 pm
Also, @Devastator: You keep pitching pegasi, and I'm curious as to what advantage you see this having over just developing a flying spell

A couple of things.  First, you don't crash to the ground if the spell runs out, and we're throwing around antimagic, Second, it'll probably be more maneuverable.. you've got nothing to push against if you're just flying, and will have to do something like casting gusts of wind to get around, unless the spell provides propulsion as well as lift.  Thirdly, we're a nation with an awful lot of horses, and we only need a couple of stallions to start a breeding program if we back-breed the half-pegasai.

Fourthly, there's more momentum available in a charge with a big flying creature behind it.  A lone mage with a fly spell might not hit as hard as a charging flying creature with the speed of a dive behind it, even if it isn't a pegasus.

Finally, I also figure a horse-mad army would be extremely keen and have a morale bonus towards something like that.  I'm also not seeing a whole lot of lost battles if we end up with all our troops riding twelve-foot long firebreathing red dragons with iron scales.  We do have that base superheroism spell, after all, and putting permanent buffs may be easier if we build it into summon spells.

Lastly is rule of cool.
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on April 28, 2017, 07:22:33 pm
Since we still follow Chivalry,  can we get a bonus to an  assist order?

HAHAHA oh my god, no, nah, dude.  You guys set up concentration camps a long time ago and you work captured Arstotzkans to death in mines.  I put it to a vote, and that's what you guys picked. 
then why aren't we Getting an Expense Credit if we are making them work for our Profit?
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 28, 2017, 07:25:10 pm
Really? Wow, I really need to read some of the older posts.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on April 28, 2017, 07:27:50 pm
EDIT: Just posted and already seeing messed-up grammar and spelling. Typical.

So, that went really fast. I missed all of it in less than a day. Anyway.
I think that those were overall decent choices. I love the ballista revamp. I would definitely suggest the invention of a thoroughly non-magical means of flaming and/or exploding projectiles for our ballista.

Yes, I realize this is long and goes beyond our present problem. But I want to roll all of these things into one, so that all our choices work together from the start.

Immediate issue DESIGN PHASE: Invent new ballista bolt(s), capable of lighting things on fire, preferably with a Greek fire-esque minor explosion/burn combination. Area of effect damage for ballistae? If non-magic, it would be better, since they might be inspired by our antimagic to do antimagic things themselves. Pottery-head bolts filled with oil and wrapped in burning, oil-soaked rags, perhaps?

REVISION ONE: Perhaps we can revise our arrows OR bows to be better at punching through platemail. Best option's probably arrows---revising bows for more power requires them to either be imbued with magic (AHHHHH EXPENSIVE!@!@#!) or made into longbows (Mounted archers are not improved, theoretical speed of fire is reduced, we don't know as much about longbows as they do, so the result may very well end up being inferior) with recurve and composite manufacture.
So, revise ARROWS for armor-piercing capability. We've mostly nullified their archers. make ours deadlier. If they've gone to the 15th century with their armor technology, we've got to go there with our bows and arrows. Unless anybody thinks we could invent firearms (Most likely not. Especially because the earliest man-portable guns----"hand cannons"---were woefully inaccurate)

EXPENSE CREDIT:
Bring down the expense of the palise shields. Get them out there among the troops. If we keep OUR numbers high throughout even the thickest arrow storms, we don't need to invest in magical protection. I mean, exploding magical arrows are cute, but when they don't explode and are stopped by a piece of wood, they're 99.99% useless, right? And that way, we don't need to invest in this ridiculously finicky magical business for simple things. Don't over do it. You don't need an impact wrench to remove a 1/16th inch bolt. I hope.


BONUS REVISION?
Is there no way to change the mind of an enemy? Could we, possibly, try a bonus revision on our read mind spell? It'd be risky, but if we could get it to allow the manipulation of the target mind, with the strength of the spell amplified by the minds of enemy/friendly soldiers touched by the zen-whatever component of the spell, we could conceivably sow a lot of confusion. While shooting the ever-loving crap out of the enemies.

As to acquiring the bonus revision, could we dedicate part of al-Mualiq's or whatever his name is (Sorry. Not.) personal guard to this guy's war? Best unit in the country, backed up by, perhaps, a squad of cavalry (However many will fit on, two, let's say, of our warships); mixed lancers/archers, plus the two boats they'll be sailing on. Put a single ballista on one boat, none on the other. Be expensive to lose, but hopefully not game-endingly so. Also, it sounds really powerful, especially what with our now more-powerful armor and ballistae.
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 28, 2017, 07:31:01 pm
Could we use an order to get volunteer reinforcements?
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 28, 2017, 07:36:10 pm
Yes.  Orders are rolled at disadvantage, though: two dice are rolled, lower one is picked.  1's have around a 30% chance of being rolled and help the enemy. 2's fail.  3's and higher typically work.
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on April 28, 2017, 07:36:29 pm
Since we still follow Chivalry,  can we get a bonus to an  assist order?

HAHAHA oh my god, no, nah, dude.  You guys set up concentration camps a long time ago and you work captured Arstotzkans to death in mines.  I put it to a vote, and that's what you guys picked. 
then why aren't we Getting an Expense Credit if we are making them work for our Profit?
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on April 28, 2017, 07:36:49 pm
Issue an order for propaganda to be made, perhaps? Seems like a neat way to go about making more cannon fodder for our army, which has now become an army of heavily armed and armored cannon fodder.

Perhaps an order promoting ALL volunteering, but focused on mages? Overwhelming the enemy with magic would be a very neat way to amplify our strengths, especially if we could get guys somehow casting those heroism spells a lot more.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 28, 2017, 07:42:30 pm
Because balance, crazyabe.  By having them work, you don't get a penalty for keeping POW's and inspire a terror bonus in the enemy.

The enemy executes our men, inspiring a terror bonus in on side.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on April 28, 2017, 08:08:56 pm
...Could we reverse that? Perhaps try to integrate the captured warriors into our society, INSTEAD of killing them? After all, as a general rule, a peasant is fine wherever he can get work and food. So they would mostly become grateful and productive members of society. Stories of this would encourage surrender instead of death-by-stubbornness (Continuing to fight when the battle's pretty much over).
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 28, 2017, 08:28:06 pm
Nope.  That's not going to happen for the same reasons Russia never integrated captured German soldiers into their army in WW2.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on April 28, 2017, 08:33:22 pm
I'm not saying army, and that's a SUBSTANTIALLY different idea. Integrate them into your labor force, as it were.

This presumes that the introduction is somewhat inaccurate, and we're dealing with COUNTRIES rather than CLANS. If it's clans, well, loyalties MIGHT run too deep. If it's countries, like medieval Russia/Germany/France/etc., and the two nations share a language (Not as necessary), then they would conceivably be fine with farming in Moskurg just as much as in Ara-land. It all depends on the ties they have.

In medieval times, the only real tie is to your clan, and your language because you can't sell stuff to people you can't talk to...mostly.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 28, 2017, 08:53:43 pm
Arstotzkans speak Arstotzkan.  Moskurgs speak Moskurg.  The two sides hate each other with a burning passion and have been at war since they've existed.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on April 28, 2017, 08:59:00 pm
So, clan/nation situation rather than medieval/feudal countries.

Got it.

Will exploit when possible.

;)
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on April 28, 2017, 09:31:05 pm
Design: Mindwashing: By Exposing Captured Arstotzkan Troops with even the slightest spark of magic to one way Mind-Mind Communication Repeatedly, we hope to install a Deep Sense of Loyalty to our own proud nation, and a Hatred to their own, Eventually Reducing Them to Extremely loyal, though much more expendable, Troops and labor.

Code: [Select]
Mindwashing: (1) Crazyabe
New B-Bolts: (1)  Madman198237
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on April 28, 2017, 10:47:54 pm
Quote
Mindwashing: (1) Crazyabe
New B-Bolts: (1)  Madman198237
 - Greek fire bolts [1]: S34N1C
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 28, 2017, 10:50:50 pm
Also, @Devastator: You keep pitching pegasi, and I'm curious as to what advantage you see this having over just developing a flying spell

Some more thinking also hits into the microgravity issues.. if you're throwing out something that isn't right in line with your centre of gravity, you'll start spinning after it's release, and it'll be very hard to get back in line again.  Really, having a stable platform is a big help.

Anyway, here's my proposal.

Theoretical Summoning. Arstotzka has created bugs and swarms of insects with their minds, can we duplicate their efforts, but perhaps with a small bird or a bat?  The goal will be to create a permanent object or a living creature, rather than just a temporary creation of magic that vanishes or fades away.

Do note that the vote in the box is for Gale Stones.  I like that, but want to keep the summoning writeup in place.

Quote
Mindwashing: (1) Crazyabe
Gale Stones: (1)  Madman198237, Devastator
Greek Fire bolts: (1) S34N1C
Theoretical Summoning: (0)
Title: Re: Wands Race - [Moskurg]
Post by: Egan_BW on April 29, 2017, 01:19:22 am
Summoning is fun, ye should go for that.
Quote
Mindwashing: (1) Crazyabe
Gale Stones: (1)  Madman198237
Greek Fire bolts: (1) S34N1C
Theoretical Summoning: (2) Devastator, Egan
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on April 29, 2017, 01:52:03 am
Theoretical Summoning sounds fun, and there's plenty of things we can do with it. Given our already existent religious magic, maybe we can summon up some warrior angels, or even just those generic old testament angels who's first words were 'be not afraid' because they looked like shit H.P. Lovecraft thought up.

Quote
Mindwashing: (1) Crazyabe
Gale Stones: (1)  Madman198237
Greek Fire bolts: (1) S34N1C
Theoretical Summoning: (3) Devastator, Egan, Happerry

Personally, for our Revision, I want to revise up Ballista Bolts that, when they strike something, call down a lightning bolt on top of themselves. Or just switch from rocks to 'clay jugs full of incendiary liquid'. Let's see them cast fireball while being covered in oil...
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 29, 2017, 02:04:24 am
Summoning will take us to long to get a workable result and is unfeasible for what we want anyway. We may be winning but that is no reason to slack off. That being said it'd be hard for them to push the advantage; our troops just smashed through the enemy and counterbattery fire is impossible for them thanks to lucky strike working with

Weapon & Armour Enchantment: In response to our weapons and armour generally under performing against the Arstotzkans, we must find a way to use magic to increase their performance against the Arstotzkans.

EDIT: For the revision, we should just focus on trying to get MORE ballistae. good luck marching through that fire Arstotzka :D
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on April 29, 2017, 02:25:28 am
I'm against enchanted gear, because we want to be covering fights in anti-magic fields to keep their fireballs down, so I'm worried we'd have magic gear we couldn't use. If we did make magic weapons, I'd like to make bows enchanted with Lucky Strike for our snipers to use and then make our own anti-mage hunters like what the enemy has.

Also, for our Revision, i've been thinking a bit on the desire to take back the mountain. It was mentioned a few battles ago that our commander thought that our pavises might let us push their if we had more or better ones, so does anyone want to try revising some Mobile Shields... ie, extra large Pavise Shields mounted on wheels so they can be pushed in front of troops to provide cover?
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 29, 2017, 02:32:58 am
Chalk one up to Ballistae! At last, the tide is turning in our favour again.

I was thinking: if I were Arstotzkan, I'm probably reading a report from my theatre commander saying "We need to do something about these bloody ballistas!*". And then I'd probably think, hmm, ballistas are made of wood. We have fireballs. What if we just made those fireballs have a longer range?

If I am correct, then we should preempt this development. If I'm wrong, well, making our ballistae have an even longer range won't hurt us. My suggestion is to use our revision to place wind-magic enchantments on a ballista (with an attendant wizard to maintain them) which grants the projectiles longer range.
Either that or we make them cheaper, so that even if a few get destroyed there are still enough to rain havoc down upon the enemy.
(Or we upgrade ballistae in the design phase)



For our design... I could go for Theoretical Summoning. Though the first thing I'd want to summon would be storm elementals, not pegasi.
I could also go for a new ship. If we can take the western seas, we can land troops behind the enemy, disrupting their supply lines. I'd want something like this:

War Galley: Larger and stronger than our sailing ships, war galleys are propelled by a combination of sails and oars- oars which are manned by banks of volunteers from the plains- to give the larger craft a decent degree of mobility. Their main weapon is a large ram on the front of the ship, which can split enemy longships in half. They also have room for a decent number of troops, should the opportunity to conduct landing operations ever come up.
The combination of the light, agile sailing ships, combined with the powerful war galleys, should give us the tactical flexibility needed to deal a decisive blow to the Arstotzkan navy.

Though actually, I could also go for a better ballista as a design. I mean, they gave us the big push we needed to win this year, why not improve upon them? I like the suggestion for

Gale Stones (Enchanted Ballista Ammunition): These represent a revolution in killing devices. Rather than being spherical, they are shaped like pointed helmets, which makes them more aerodynamic, increasing their natural accuracy. That's mostly an aesthetic change compared to their main feature; an enchantment cast upon them that causes them to shatter on impact, releasing hurricane-esque winds, and sending shards of rock flying through enemy soldiers. They also have a secondary enchantment which ensures the wind always blows in their favour, increasing their speed and range.
It may not be fire, but the explosive power is the same. These will devastate enemy infantry, ships, and fortifications, as the gusts of wind and shards of rock rip through them.
These may be expensive, but given that ballistae are already Very Expensive, a shortage of ammunition is unlikely to come up.

I'm going to vote for that, I think. (also, Devastator said he was still voting for Gale Stones)
Quote
Mindwashing: (1) Crazyabe
Gale Stones: (3)  Madman198237, Devastator, NUKE9.13
Greek Fire bolts: (1) S34N1C
Theoretical Summoning: (2) Egan, Happerry
Weapon & Armour Enchantments: Taricus



EDIT: For the revision credit, we could really use it, so I think we should send one unit of troops, along with a herd of horses and a whole bunch of compound bows. Our troops can teach theirs how to be horse archers. That'll be a nasty surprise for their enemies.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 29, 2017, 02:36:25 am
Rams won't be useful due the stronger construction of ships.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 29, 2017, 02:51:06 am
(TBH, I'm tempted to vote for my summoning again now that it's pulled in another vote.  I did want to do some theoretical work if we gained ground, after all.)

For revisions, we should try to make our ballistae cheaper.  I think if we had more of them, they will do an even better job of killing the leadership and enemy mages.  If we get gale stones, we should definately make the ballista cheaper, as we'll be able to kill their troops en masse as well as their leadership and mages.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on April 29, 2017, 07:19:06 am
Quote
Mindwashing: (1) Crazyabe
Gale Stones: (4)  Madman198237, Devastator, NUKE9.13, Detoxicated
Greek Fire bolts: (1) S34N1C
Theoretical Summoning: (2) Egan, Happerry
Weapon & Armour Enchantments: Taricus
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 29, 2017, 07:22:38 am
Quote
Mindwashing: (1) Crazyabe
Gale Stones: (5)  Madman198237, Devastator, NUKE9.13, Detoxicated, Taricus
Greek Fire bolts: (1) S34N1C
Theoretical Summoning: (2) Egan, Happerry
Weapon & Armour Enchantments:

Alright, throw in gale stones for me too.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on April 29, 2017, 07:54:39 am
.....You guys do realize that I never said anything about the gale stones, right? MY improvement idea was for a Greek fire-style flammable semi-explosive. A pottery vessel filled with oil, quicklime, and possibly some other flammables, then covered in oil-soaked rags. The rags are lit on fire, the projectile is launched, and when it hits the ground, it should burst, splatter flammables everywhere, and then catch fire as it does so, since the outside is already on fire. Also, the quicklime heats up very, very fast when exposed to water. Fast enough and hot enough to light things on fire. So if any of the mixture goes unlit, a little weather-manipulation will get us fires that are very hard to put out---the quicklime component still does damage when wet, since it just gets hotter.

However, unless people are willing to change, I'd be relatively ok with the gale stones. I was just trying to stay away from magic, since they'll be looking for ways to nullify our magic-nullifying abilities. As in, doing the same themselves, perhaps.

So, how many people would be willing to switch to the non-magical means of exploding things? If we can get enough to avoid ties and still have a clear winner, I really would prefer the Greek fire/explosive bolts. If enough people say (WITHOUT switching votes on the form, yet) that they will, then we could switch it, still have a clear winner, and yet have considered every option.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 29, 2017, 08:08:51 am
Nuke came up with the galestones.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 29, 2017, 08:12:13 am
Nuke came up with the galestones.
No, I just wrote out a proposal for them. They were first mentioned by someone else. (I think Mardent)


However, unless people are willing to change, I'd be relatively ok with the gale stones. I was just trying to stay away from magic, since they'll be looking for ways to nullify our magic-nullifying abilities. As in, doing the same themselves, perhaps.
How many turns did it take us to develop general-use antimagic? Four? Five? If they want to spend all that time designing a counter to one of our designs, I welcome it.

As for developing non-magical explosives, I fear that may actually be harder than developing magical ones.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on April 29, 2017, 09:00:38 am
It shouldn't be.

It's not an explosive, just a bunch of flammable liquids sealed in a pottery shell, launched from a ballista. More magic means more that can go wrong with magic. I would prefer to invent something nice, neat, and instantly useful. It'll almost certainly have some kinks either way. I'll not give the GM any ideas for if we roll a one, but both could have some serious issues unless we roll well. But at least there's no chance of serious magical mishap if we go physical-only. It would likely also be cheaper---other magical stuff has ended up requiring boatloads of gold, silver, gemstones, you name it, it needed it.

So, if enough people will vote for it, I would really prefer to see the non-magical solution to our slight firepower (No pun intended) deficit. Also, fire is a seaman's worst nightmare. If we can reliably get ballistae firing flaming projectiles, their sailors will be scared out of their minds. Although the first version should probably not be deployed at sea, unless it's a near-perfect roll.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 29, 2017, 09:16:07 am
Greek fire would be a lot more complex to develop with the right mixture. Nafta would be easier but it'd be more unreliable and unlikely to burn if wet.

And while fire would have a particularly effective detriment to their morale, the galestones would have just as much actual physical effect as the greek fire both on land and at sea. And should be safer for our troops to handle if we manage to get handheld versions

Heck, Handheld galestones would be the perfect thing to soften the Arstotzkan infantry up before we get into melee, and might be strong enough en-masse to disperse the flame walls.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on April 29, 2017, 09:29:24 am
Actually not. Here's the thing: It's not Greek fire. It doesn't have to burn while wet. The quicklime is what allows Greek fire to "burn" when wet----it heats up when exposed to water. The naval version would have to have that component in the mixture. But a ground-based version? Just have the oil-soaked rags wrapped around the shell. With some trial and error, you could reliably get bursts and flames. Hit massed infantry with that, well, plate armor conducts heat pretty well. You don't want to be in something soaked in flaming oil, even if it didn't reach your skin. You'll burn and suffocate. Simultaneously.

It doesn't have to be a great mixture---crude oil, vegetable oils even, anything liquid that also burns nicely. The galestones might be able to destroy those flame walls, but a better approach at sea is the fire. It would do FAR more damage to the ships themselves---ships are COVERED in tarred ropes, sails, and made of wood. Once you get something burning on it, eventually the wood itself will catch.
The time it takes to light a piece of hardwood, however, is the same reason why lighting the oily rags would not pose a threat to the ballista---it won't catch fire, certainly not if you've got buckets of water nearby.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 29, 2017, 09:32:07 am
I think ensuring the land based version has quicklime in it is precisely to stymie efforts to put the fires out with water.

Besides, if we combine the greek fire with the galestones we can ensure a much larger spread of the fire. Immolating whole columns of arstotzkans is better than just getting a few.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 29, 2017, 09:34:10 am
To be clear, I don't think flaming ammunition is a bad idea. The main reason I prefer Gale Stones is that the title says 'Wands Race', so given two options of otherwise equal merit (which I think they are), I prefer the magical one.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on April 29, 2017, 09:40:20 am
@Taricus, since NUKE ninja'd me.
I agree. That would be a hilariously useful development. So, let's say we try this: We devise the fire projectiles first. I believe that they'd do more damage at sea, be more reliable and cheaper overall, at least once they function. So, we design those. Then, we revise them to work, if they don't. If they do, we attempt a revise to enchant them with wind magics. This way, if the enemy rolls a ludicrously lucky roll that inhibits all our magic, we still have bursting, damaging projectiles, instead of glorified, expensive stones. We almost can't lose like this, and we get the best advantage we're going to get.

Now then, what could we do to change things up? Sticking with the advantages we have, making those ballistae better, that will get us a bigger lead---but we need to keep changing the game. How can we do that? If we get the bonus revision, what can we change, and how, to REALLY shake things up? We have to assume they're working their tails off to get rid of the ballistae now. We slaughtered them last time. So next time, how about catapults? Longer ranges, bigger payloads, more death. If we can deploy a few catapults, put one or two on ships at sea, we'll be capable of annihilating huge numbers of enemies, once we've developed the explosive/flaming projectiles.

Sorry, running ahead again. But you've got my vote. If at ALL possible, I want to see the fire projectiles made.

Quote
Mindwashing: (1) Crazyabe
Gale Stones: (4) Devastator, NUKE9.13, Detoxicated, Taricus
[Greek Fire bolts: (1) S34N1C
Fire Projectiles: (1) [2?] Madman198237 (Same as above???? S34N1C, please chime in here)]
Theoretical Summoning: (2) Egan, Happerry
Weapon & Armour Enchantments:

Obviously, if it doesn't get enough votes, we'll go with Gale Stones instead. I think it'd be a mistake to go with gale stones, but, eS, if it comes to a tie, consider my vote to be with Gale Stones instead.

EDIT:
But the title does NOT mean anything about what we should do! NEVER introduce additional chance of self-harm! Magic is fundamentally unsafe. In a lot of ways. Just ask the mental-hospital patients, most of whom are probably our own lunatic mages from the earlier teletalk experiments. So, we want to be safe as possible. There's almost no chance of us losing out on producing flaming projectiles without magic. We've got sources of oil (Don't we control the whole desert?), we should have quicklime, though that's probably something to add only for a 5 or 6 roll, for goodness' sake I think we should know something about pottery, and we sure as heck had better know what happens when you combine a rag, some oil, and a flame.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 29, 2017, 09:43:53 am
We likely already outrange their archers, and they'd have to hit with anything more long-ranged than the ballistae reliably in order to make a decent dent.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on April 29, 2017, 09:47:45 am
But that's the thing---what if they manage it? How can we change the game? Don't consider the catapult idea yet, that's rambling for next turn.

So, as far as projectiles, do you agree? Make the fire one, then try to enchant for wind effect? Burst into a flaming-oil-spewing mini-tornado if successful. If not, well, guess we just have exploding flaming projectiles. Next time, we could just design some bigger torsion artillery (Ballistae is a piece of torsion artillery), and then go from there.

But for now, do you like the compromise? Or do you have a better solution yourself (This isn't sarcastic---if you've got a game-endingly awesomely simple solution, please share it now :))
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 29, 2017, 09:56:23 am
But the title does NOT mean anything about what we should do! NEVER introduce additional chance of self-harm! Magic is fundamentally unsafe. In a lot of ways. Just ask the mental-hospital patients, most of whom are probably our own lunatic mages from the earlier teletalk experiments. So, we want to be safe as possible. There's almost no chance of us losing out on producing flaming projectiles without magic. We've got sources of oil (Don't we control the whole desert?), we should have quicklime, though that's probably something to add only for a 5 or 6 roll, for goodness' sake I think we should know something about pottery, and we sure as heck had better know what happens when you combine a rag, some oil, and a flame.
Alright, so, think about this from a game design perspective. You're making a game about wizards inventing spells to kill each other with. You also let them design mundane gear. Would you make designing mundane gear be better in all situations, considering what kind of game you want to create?
If the GM is any good, they will grant us better results for more inventive solutions (dice willing, of course).

We likely already outrange their archers, and they'd have to hit with anything more long-ranged than the ballistae reliably in order to make a decent dent.
If I were them, I'd use my revision to increase the range of their fireballs. Another point in favour of Gale Stones is that with a good roll, we can add enchantments that use wind magic to increase their range.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on April 29, 2017, 09:58:57 am
No, the GM can only really grant us better results if we start from bases that give us advantages in the technologies we're trying to get. Magic is always more finicky. There's always more things that can go wrong with magic. But there's only so much you can do to stop a projectile that doesn't rely on magic.

So why not split the different like I suggested to Taricus? Design a flaming projectile, THEN enchant it. Gives us a basis for the shattering/exploding-type effect, THEN we add magic. Might need to spend an expense credit on it if it doesn't go great, but it would likely be worth it.


After all, if the game's ONLY about wizards, why have the cannon fodder? Why not have it a really lengthy series of duels/battles between mages? The name is just that-a name. Because otherwise they'd have called it "Medieval Arms Race" and had no magic, and there would be NO research of actual limbs involved. Probably. Unless you get REALLY freaky. But, that's besides the point. Don't take too much stock in the name---we've got a whole category for mundane equipment, just like enchanted equipment. And we've got a lot more mundane. So let's try to do both, but in a way that MAXIMIZES potential.
The way I propose uses a bunch of no-duh background information to produce something shattering and flammable. If we then make a version, say, of our wind shield spell that merely propels things outwards and apply it to the projectiles, it could become extremely powerful.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 29, 2017, 10:03:01 am
It's alright, Madman, we're in good shape.  If we botch the design a bit, which is quite possible, we should get experience towards at least one of the related abilities and then act appropriately.  Don't forget we already have very good non-magical projectiles already.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on April 29, 2017, 10:07:30 am
It IS alright. But let's assume the WORST. You can never be disappointed if you assume the worst. So, what do you think? Combine the two ideas? Or are we going to try something different? I can't read minds, certainly not over the internet. Is the final vote for JUST the gale stone, or can we start we the flaming pottery and THEN make it explode into winds?
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 29, 2017, 10:15:18 am
I'm actually going to go with Madman on this one. If we use those in tandem, the jungle will be ours. Also, fire cyclones.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on April 29, 2017, 10:23:36 am
So, looks like this:
Quote
Mindwashing: (1) Crazyabe
Gale Stones: (4) Devastator, NUKE9.13, Detoxicated, Taricus
[Greek Fire bolts: (1) S34N1C
Fire Projectiles: (2) [3?] Madman198237 Mardent23 (Same as above???? S34N1C, please chime in here)]
Theoretical Summoning: (2) Egan, Happerry
Weapon & Armour Enchantments:
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 29, 2017, 10:39:29 am
In terms of Invasion assistance, what should we give them?
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on April 29, 2017, 10:45:14 am
My vote was for part of our elite wizard's guard (How can you turn them down!?!?) along with a unit of cavalry, mixed lancers and horse archers, on two of our warships, one of which should have a ballista. This ought to be significant. Arstotzka can't afford that much---they run with elite units rather than plentiful units. We can impress them with numbers.

Also, I'd send a pair of mages and their apprentices, along with a unit of infantry, on a third vessel. Draw them from the Eastern Sea, we're winning pretty handily there, and if our ballistae upgrade goes well, we should pretty much control the seas. Unless Arstotzka is willing to lose ships, artillery (Which they may/may not have), mages, and cavalry (Again with the not-really-having thing), we'll win for sure. And it won't even really eat into our strength.

Clarification:
Just three or four elite guards, to act as commanders or whatever for the unit. They, along with a pair of mages, would be enough to deal a lot of damage in a world presumably without magic. That, or the enemy is going to win, and Europeans armed with ludicrous amounts of magic are going to swarm the beaches, killing us all. But it'll be fun, right guys?.....guys?...
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 29, 2017, 10:53:17 am
+1. Plus, all of our troops have Lamellar.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on April 29, 2017, 11:03:53 am
Alright, good. Also, good point. We should mostly have elite lamellar now, as well. Should be quite good enough for this guy. Did it say anything about the conditions where he came from? I'm going to go dig that up and edit this post.

Alright, got it. They came from a desert land (+100000000000 for sending cavalry like ours, already accustomed to the heat) to the south. So, revise that. Send the mages mounted, remove the infantry. Three boats of cavalry, with horse archers, 3 or 4 of the Black Phantasms, 2 mages and their apprentices, and some lancers as well.
Agreed?
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 29, 2017, 11:15:50 am
So far, so good. What about the Ballistias ?
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 29, 2017, 11:20:49 am
It IS alright. But let's assume the WORST. You can never be disappointed if you assume the worst. So, what do you think? Combine the two ideas? Or are we going to try something different? I can't read minds, certainly not over the internet. Is the final vote for JUST the gale stone, or can we start we the flaming pottery and THEN make it explode into winds?
I mean, a one is a one is a one. No matter what we design, a one isn't going to lead to anything that works. Unless we get a +1 for designing something real simple/something we already have experience designing.
Magic can backfire, but so can mundane things. Your flaming pottery might burst too quickly, setting fire to the ballista. It might be a really weak fire that is easy to put out. It's all up to the dice.

That being said, if the vote is still tied when evictedSaint wants to start rolling, I wouldn't mind supporting flaming projectiles. Like I've said, I think both options are roughly equal. (Bolded so eS notices it)



Regarding the revision credit, well, we can wait until we've seen the results of our design/revision before finalising our decision, but my tentative proposal is to send:
-One unit of our army. This will impact our fighting ability, but we could really use that revision credit.
-A herd of our (cheap) horses. We have enough to spare- they aren't having as big an impact on combat in the jungle.
-A bunch of our (cheap) recurve bows. Again, we have enough to spare- their armour makes them almost useless.
-Veteran horse-archers who can teach the locals how they too can become horse-archers.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on April 29, 2017, 11:37:11 am
Then I rescind my earlier offer of switching votes, since if you're willing to switch votes, but I'm willing to switch votes, we end up at a dead tie. Again.

Good job, my friend. We've succeeded in being so chivalrous as to metaphorically shoot ourselves in our metaphorical feet with metaphorical exploding ballistae bolts. Bonus points to morale, eS?

I forgot to mention---the three ships I'd like to send, ONE should be armed with a ballistae of the newest type, sporting the newest equipment. But if the new bolts end up being A National Effort or something silly like that, don't send any. And yes, we assume that our guys will be used in an advisory capacity. Training a couple of mages and some horse archers over there ought to work fine. But they want immediately useful army guys. So send cavalry---it's the desert we're sending them to. So make them cavalry, horse archers mostly, supported by some lancers and a unit of the Black Phantasms---just a couple of them. Three ships' worth is a tremendous fighting force, and they're backed up with the ships themselves. Should be perfect. We want overwhelming power to send, regardless of what it *might* do to our war effort. We can take the losses-they'll return, or they won't. That revision credit, though, it'll be excellent. Exactly what we need to pull further ahead next turn.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 29, 2017, 12:59:46 pm
My thoughts on sending troops is we can probably send a good number of cavalry, as they aren't super important in the current environment, and if their opponents aren't as heavily armoured as Arstotzkans are, they'll still be effective.  We could probably also spare the general on the plains, or some officers from there..we haven't been fighting on the plains for some time, and don't have any immediate plans to invade the tundra, and those officers would probably be the most experienced with our cavalry.  Sending one ballista and one lucky-strike mage would probably also be prudent, it'll make a hell of an impression on our employers, while not being too costly, especially if we revise the ballistas to be cheaper this turn.

(Now that they're not blowing up, we can probably speed up the training of crews because we have surviving veterans to train the newbies.)
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on April 29, 2017, 01:07:15 pm
That's the thing----they don't, probably anyway, need officers or generals. We send the mages and members of the Black Phantasms, and we're set. They're basically officers, capable of commanding our troops sent in whatever necessary. Besides, once they're in-theater, they'll certainly be winning---the place they're going to PROBABLY, from what it sounds like, does not have any magic at all. We seem to be an isolated island of magic. Pun intended (Since we're on an island...with magic.....hahahaha).

Remember where they're coming from: THE DESERT. We rule the desert. The Arstotzkans can't take the heat. They don't have horse archers/cavalry to spare. We do. So, send JUST cavalry. They'll be effective all over the place in the desert. So point out the Arstotzkans' inability to fight in the desert, and point out our homeland being very much desert-y.

Oh, and please casually inquire after their religion. It'd be fairly instant-win if we shared a religion with them. But don't point it out unless they DO share it xD
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 29, 2017, 01:16:23 pm
You always need officers, and even if you don't need brilliant ones, it'll be good experience for those who are there.  They get to see a different kind of warfare, and keep from getting lazy.  But yeah, our desert horses haven't had to fight in a desert for some time now.  I think all we need for infantry is enough to cover the ballista and a few for camp guards, but it'll show off what we have available.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on April 29, 2017, 01:21:47 pm
That's the thing: What a cavalryman at night?
An infantryman.

Maybe not as skilled, or equipped with halberds, but that's not too much of an issue. The ships come with crew for the one ballista. Heck, the ships should also come with their marines as well, giving us a small infantry force. Don't forget, we shouldn't be fighting on our own. These guys should have an army of their own. So I leave my vote with this:


4 al-Mutriq's guards (Black Phantasms, I believe)
2 Mages and their apprentices
Three ships, with one ship armed with a ballista that can be dismounted if necessary
Fill the remainder of space onboard the ships with:
Some horse archers (As many as will fit) and
A squad or so of lancers.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 29, 2017, 01:29:10 pm
I think our archmage is in the field, so I'd rather not take away his bodyguard.  Lets send cavalry officers to command the cavalry units we're sending, we'll have a few from the plains where we aren't attacking from anyway.  Sounds good otherwise.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on April 29, 2017, 01:44:51 pm
We're not. I'm assuming he's guarded by, from the reports, something like a company of 60-90 cavalrymen. Probably around 60. 4 is intimidating, and plenty deadly for any and all situation. After all, there's the unit he's riding with at any given moment, the reserves, off-shifts, and trainees.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 29, 2017, 02:27:22 pm
Based on what I'm reading, it seems like Gale-Stones are winning?  Is that correct?
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on April 29, 2017, 02:44:26 pm
They are, but I'm really hoping that when the others read and reply, they'll be open to a change, since my proposal encompasses both and doesn't run the risk of being nullified by counter-magic.

WAIT: Does the Turikh whatever spell/staff/whatsis nullify our own enchantments?
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 29, 2017, 02:59:51 pm
The Staff has never dispelled the enchantment on a wand before, although that's never been a goal.  Crystal weaponry seems like something else other than an enchanted item.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 29, 2017, 03:09:52 pm
They are, but I'm really hoping that when the others read and reply, they'll be open to a change, since my proposal encompasses both and doesn't run the risk of being nullified by counter-magic.

Mostly I want that because we do have wind spells, but we don't have incendiaries, so incendiaries seem like they'd be a bit harder .  And we've got gale shield for localized wind spells that spin, so it seems easier.  I'm also pretty sure that a localized waterspout would be just as good, if not better at sinking ships.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on April 29, 2017, 03:12:25 pm
I'd still like to invent Ballista Bolts that act as lightning rods, calling down the thunder on themselves, sometimes. But Gale Stones should be fun too.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 29, 2017, 03:17:17 pm
Design: Gale Stones [1, 6+1-1, 6+1-1]

Well...they're cheap.

Gale Stones are just enchanted rocks, so they're not hard to come by.  Since we have a very thorough understanding of how wind works, we're able to enchant them despite having done very little mundane enchantment before.

The problem is...well.  They're just rocks.

They have wind stored in them, we know that for sure.  The problem is that it doesn't do much.  We were hoping that upon impacting the ground the stored wind energy would tear the stones apart, sending rock shrapnel in every direction in a deadly hail-storm of death.  Instead they hit the ground and...fart.

This is extraordinarily confusing for our Researcher Priests.  We thought we'd fixed that problem a long time ago, but it's very audible and there's no mistaking it.  The wind energy is simply expelled from the rock upon landing and it goes back to being a rock.

On the bright side, we have a slightly better understanding of enchanting mundane things now.  Cheap.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 29, 2017, 03:27:53 pm
Welp.

Oh well.

Standardized Ballista Training Put more ballistae on the field by using our veterans to help train more recruits.  Also, with a year of experience making the parts for the more effective ballistas, the following batches should come more quickly than the previous ones.

Quote
Revisions
Standardized Ballista Training: (1) Devastator

Also..
Quote
Orders
Attack in the Mountains as well as the Jungles.  (1) Devastator.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on April 29, 2017, 03:37:22 pm
Quote
Revisions
Standardized Ballista Training: (2) Devastator, Happerry

I don't want to attack into the mountains until we get either cheap Pavises or Pavises on wheels.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 29, 2017, 03:44:34 pm
Hmm :/

So, on the one hand, I am tempted to try to fix the Gale Stones, given how well we rolled on everything other than their effectiveness.
On the other, I do really like the idea of cheap ballistae. With them, I would be willing to re-open the mountain front, as we'd be able to drive them out of their fortifications without losing hundreds of men to arrow fire.

Eh, I guess I can go with what already has some votes, to speed things along.
Quote
Revisions
Standardized Ballista Training and Manufacture: (3) Devastator, Happerry, NUKE9.13
More Powerful Gale-Stones:
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on April 29, 2017, 03:44:47 pm
Quote
Revisions
Standardized Ballista Training: (4) Devastator, Happerry, Crazyabe, NUKE9.13
Quote
Orders
Attack in the Mountains as well as the Jungles.  (2) Devastator, Crazyabe
Title: Re: Wands Race - [Moskurg]
Post by: Egan_BW on April 29, 2017, 03:46:35 pm
More shoot! Sunder them!

Quote
Revisions
Standardized Ballista Training: (3) Devastator, Happerry, Egan
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 29, 2017, 04:21:44 pm
Well, Those 'gale' stones should be fairly distracting at least
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 29, 2017, 04:23:06 pm
Well, Those 'gale' stones should be fairly distracting at least
Actually, I'd rather not deploy them. We don't want to give them a chance to plan around them before they are unleashed at full power.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 29, 2017, 04:25:03 pm
I dunno, they're basically like normal rocks. Except they fart.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 29, 2017, 05:03:10 pm
Revision: Standardized Ballista Training [6]

Training siege engineers is a time-consuming process, but it's made easier by a hastily-fashioned "siege workshop" developed in the capitol.  Little more than several workshops crammed together and a cramped shack for schooling, this workshop is where most of our siege engineers and ballistas will be acquired.

The teaching process goes through the basics of geometry and targeting, instructing the users how to fire accurately even without Lucky Strike.  They are also instructed in the crafting and maintenance of the ballistas themselves which allows expedited field repairs and modifications.  Each crew also goes through the process of building their own ballista in the adjoined workshops.  Naturally, no two ballistas are alike after this process, but it allows us to produce more of them and lower their expense level.  Expensive.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on April 29, 2017, 05:03:50 pm
Imagine the confusion over in their thread when doubly enchanted (Fart machine and lucky strike) rocks start popping mages' heads?

But crap, of all the bull crap. At least the rocks should SPLIT open. I mean, come on, we rolled a one, yes, big fail. But...making noise? I think we're a little beyond that. And how do you roll a one when, given our plethora of experience of unleashing and controlling wind, you should have AT LEAST a +1 to making the dumb things. You literally can't fail---we've already dealt with this problem in a different form. So, WHY THE CRAP have it be repeated?

How does experience factor into creating these things? Why doesn't it matter when actually rolling to determine what it can do? That seems backwards and ridiculous.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 29, 2017, 05:10:47 pm
But crap, of all the bull crap. At least the rocks should SPLIT open. I mean, come on, we rolled a one, yes, big fail. But...making noise? I think we're a little beyond that. And how do you roll a one when, given our plethora of experience of unleashing and controlling wind, you should have AT LEAST a +1 to making the dumb things. You literally can't fail---we've already dealt with this problem in a different form. So, WHY THE CRAP have it be repeated?

How does experience factor into creating these things? Why doesn't it matter when actually rolling to determine what it can do? That seems backwards and ridiculous.
Well, it does involve a new sort of enchantment. What can I say, sometimes the dice are merciless.

Without our experience, we probably would've gotten a -1.
Title: Re: Wands Race - [Moskurg]
Post by: Egan_BW on April 29, 2017, 05:11:10 pm
Fart rocks should be deployed. It will, uh,lower their morale? Yes, that's what will happen, we'll lower their morale with fart sounds.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 29, 2017, 05:11:26 pm
I'm betting the experience was why we had the two plus ones and no -1 to effectiveness, because it was a pre-existing spell.

And that roll went great!  It didn't get us super-useful ballista ammo now, but it gave us experience in enchanting items, which is a really awesome field to break into, as well as a magic ammo design that may be fixable via revision rather than design.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 29, 2017, 05:17:27 pm
Fart rocks should be deployed. It will, uh,lower their morale? Yes, that's what will happen, we'll lower their morale with fart sounds.
I doubt it. Anyway, with our plentiful ballistae, we should be able to wreck their fortifications in the mountains. Up and at 'em, boys!
Quote from: Votes
Orders:
Attack the mountains: (3) Devastator, crazyabe, NUKE9.13

Deploy Gale-Stones: (1) Egan_BW
Do not deploy Gale-Stones: (1) NUKE9.13

Regarding the revision credit, I think we can all agree we will be sending them horse-archers, right? We don't need our desert horses, so we can lend them those, and our bows are less useful at the moment, so they too can be lent out. The question is how many troops we send: A token amount, to instruct the locals, or an entire unit's worth?
Quote from: Mercenary proposal
Desert Horses
A bunch of recurve bows
At least enough soldiers to instruct the locals on how to be horse-archers
Possibly some elite troops?
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 29, 2017, 05:19:39 pm
An entire unit's worth. We know full well if the Arstotzkans send their plate knights they're gonna die of heatstroke.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 29, 2017, 05:21:39 pm
Please reach an agreement on what troops you will offer to send, if any.

Remember: if you win, the troops you send will be absent this turn.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 29, 2017, 05:29:28 pm
I'm also going to vote for an entire unit. We could really use that revision credit.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on April 29, 2017, 05:32:43 pm
How about this many troops for that revision credit:

4 al-Mutriq's guards (Black Phantasms, I believe)
2 Mages and their apprentices
Three ships, with one ship armed with a ballista that can be dismounted if necessary
Fill the remainder of space onboard the ships with:
Some horse archers (As many as will fit) and
A squad or so of lancers.


All in favor?

EDIT:
Oh, and remember that we're a numbers-based army, so these won't really hurt us that much. Especially not compared to what an extra revision credit will do.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 29, 2017, 05:34:52 pm
Al-Mutriqua's guards need to be near him to retain their superhuman abilities. And no need to send the lancers either.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 29, 2017, 05:36:39 pm
Our ships aren't actually that big. Anyway, what you're describing sounds like less than an entire unit. So, no, I'm not in favour. I'd rather commit a serious amount to this.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 29, 2017, 05:44:09 pm
We don't need to send an entire unit's worth, but just all we can easily spare.  Almost all the desert Horse Archers, a couple of ballistae, and enough infantry to cover the ballistae and provide bodyguards for any overseeing officers.  And one mage per ballista, to Lucky Strike it should it be necessary as well as any other spells.

With extra ballistae this turn we should be able to continue the push even if these are absent.  Unless they invade the desert.  I don't think they will do that, though..

Here's what I've got in Bold: Almost all the Desert Horse Archers, a token force of ballistae, standard infantry, and mages.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on April 29, 2017, 06:12:12 pm
I can agree with Devastator's ideas here. Send some lancers as well. If they need transport, well, guess we're losing a few ships. Take them from the Eastern Sea for now. Lancers are essential because a lancer never runs out of ammunition (Unless he breaks all his weapons), can cut his way out of a trap, and has the formation-shattering abilities of a cavalry charge.

Seriously though, we ought to consider making ourselves some heavy cavalry. Could we outfit horses with lamellar with just a revision? With just an expense credit, even?


Question from interest: why are we not pulling nuisance raids into the North Sea? Heck, full-time maritime invasion might be worth it, depending on their distribution of naval forces. Do they have anything in the North? Do we know how much? Are we going to have to temporarily lose ships in order to get our guys into the South to help out the foreigner?
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 29, 2017, 06:21:29 pm
Could we outfit horses with lamellar with just a revision?

Yes.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on April 29, 2017, 06:34:54 pm
Might be something for next turn. A lamellar-armored horse would be nearly completely covered without losing much mobility. After all, it's relatively lightweight armor. It'd improve survivability somewhat. Probably not worth it unless we can break out of stalemate into another open region. Or if we burn the jungle. Again...

FORMAL VOTE:

Quote
All Desert-Horse Cavalry (Predominantly archers, but with enough lancers to make a decent charge) and their officers, a small force of ballistae, and one mage per ballista---lucky strike capable. Ships, if necessary for transport, pulled from the Eastern Sea.
---------All in favor: (1) Madman198237
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 29, 2017, 07:10:17 pm
Next term, can we please fix the Gale stones?
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on April 29, 2017, 07:12:36 pm
Certainly. I'm still voting for the pottery-shell flammables, especially since it will only take a revision to fix the gale stones.

However, how are you voting for the supporting-the-foreigners question? I've only got one option so far, so if you prefer something else, please mention it.
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 29, 2017, 07:56:26 pm


4 al-Mutriq's guards (Black Phantasms, I believe)
2 Mages and their apprentices
Three ships, with one ship armed with a ballista that can be dismounted if necessary
Fill the remainder of space onboard the ships with:
Some horse archers (As many as will fit) and
A squad or so of lancers.


+1.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on April 29, 2017, 08:17:50 pm
....That'd give us two items with one vote apiece. Devastator proposed a larger force (Or, we hope it's larger. It's actually numbered in different units [pun totally not intended. Until I wrote it] than how I described that group you just named. I repeat the "quote" that held a description of what we're voting for:

Quote
All Desert-Horse Cavalry (Predominantly archers, but with enough lancers to make a decent charge) and their officers, a small force of ballistae, and one mage per ballista---lucky strike capable. Ships, if necessary for transport, pulled from the Eastern Sea.
---------All in favor: (1) Madman198237
-------------------------------------------------
If you want to vote on my original thought, then here:

4 al-Mutriq's guards (Black Phantasms, I believe)
2 Mages and their apprentices
Three ships, with one ship armed with a ballista that can be dismounted if necessary
Fill the remainder of space onboard the ships with:
Some horse archers (As many as will fit) and
A squad or so of lancers.
---------In favor: (1) Mardent23

If you do not want to vote for it, then just add your name and change (1) to (2) at the first entry.
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on April 29, 2017, 09:01:49 pm
Quote
All Desert-Horse Cavalry (Predominantly archers, but with enough lancers to make a decent charge) and their officers, a small force of ballistae, and one mage per ballista---lucky strike capable. Ships, if necessary for transport, pulled from the Eastern Sea.
---------All in favor: (1) Madman198237
-------------------------------------------------
If you want to vote on my original thought, then here:

4 al-Mutriq's guards (Black Phantasms, I believe)
2 Mages and their apprentices
Three ships, with one ship armed with a ballista that can be dismounted if necessary
Fill the remainder of space onboard the ships with:
Some horse archers (As many as will fit) and
A squad or so of lancers.
---------In favor: (2) Mardent23, Crazyabe
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on April 29, 2017, 09:07:46 pm
Evicted, I think we need you to chime in here. What's a larger force according to game mechanics? Option A or option B?
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 29, 2017, 10:25:03 pm
Option A would be the larger of those two forces
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on April 29, 2017, 10:38:29 pm
Quote
All Desert-Horse Cavalry (Predominantly archers, but with enough lancers to make a decent charge) and their officers, a small force of ballistae, and one mage per ballista---lucky strike capable. Ships, if necessary for transport, pulled from the Eastern Sea.
---------All in favor: (2) Madman198237, Crazyabe
-------------------------------------------------
If you want to vote on my original thought, then here:

4 al-Mutriq's guards (Black Phantasms, I believe)
2 Mages and their apprentices
Three ships, with one ship armed with a ballista that can be dismounted if necessary
Fill the remainder of space onboard the ships with:
Some horse archers (As many as will fit) and
A squad or so of lancers.
---------In favor: (1) Mardent23
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on April 29, 2017, 11:10:07 pm
Quote
All Desert-Horse Cavalry (Predominantly archers, but with enough lancers to make a decent charge) and their officers, a small force of ballistae, and one mage per ballista---lucky strike capable. Ships, if necessary for transport, pulled from the Eastern Sea.
---------All in favor: (2) Madman198237, Crazyabe, S34N1C
-------------------------------------------------
If you want to vote on my original thought, then here:

4 al-Mutriq's guards (Black Phantasms, I believe)
2 Mages and their apprentices
Three ships, with one ship armed with a ballista that can be dismounted if necessary
Fill the remainder of space onboard the ships with:
Some horse archers (As many as will fit) and
A squad or so of lancers.
---------In favor: (1) Mardent23
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 29, 2017, 11:48:26 pm
I'm generally in agreement with option A.

Quote
All Desert-Horse Cavalry (Predominantly archers, but with enough lancers to make a decent charge) and their officers, a small force of ballistae, and one mage per ballista---lucky strike capable. Ships, if necessary for transport, pulled from the Eastern Sea.
---------All in favor: (4) Madman198237, Crazyabe, S34N1C, Devastator
-------------------------------------------------
If you want to vote on my original thought, then here:

4 al-Mutriq's guards (Black Phantasms, I believe)
2 Mages and their apprentices
Three ships, with one ship armed with a ballista that can be dismounted if necessary
Fill the remainder of space onboard the ships with:
Some horse archers (As many as will fit) and
A squad or so of lancers.
---------In favor: (1) Mardent23
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 30, 2017, 01:46:32 am
Option A sounds best to me. If they outbid us, well, they'll be crippling themselves this turn. Speaking of which, do people agree about us assaulting the mountains as well?

Quote
All Desert-Horse Cavalry (Predominantly archers, but with enough lancers to make a decent charge) and their officers, a small force of ballistae, and one mage per ballista---lucky strike capable. Ships, if necessary for transport, pulled from the Eastern Sea.
---------All in favor: (5) Madman198237, Crazyabe, S34N1C, Devastator, NUKE9.13
-------------------------------------------------
If you want to vote on my original thought, then here:

4 al-Mutriq's guards (Black Phantasms, I believe)
2 Mages and their apprentices
Three ships, with one ship armed with a ballista that can be dismounted if necessary
Fill the remainder of space onboard the ships with:
Some horse archers (As many as will fit) and
A squad or so of lancers.
---------In favor: (1) Mardent23
Quote from: Orders
Attack the mountains: (3) Devastator, crazyabe, NUKE9.13

Deploy Gale-Stones: (1) Egan_BW
Do not deploy Gale-Stones: (1) NUKE9.13
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 30, 2017, 01:52:32 am
Quote
All Desert-Horse Cavalry (Predominantly archers, but with enough lancers to make a decent charge) and their officers, a small force of ballistae, and one mage per ballista---lucky strike capable. Ships, if necessary for transport, pulled from the Eastern Sea.
---------All in favor: (6) Madman198237, Crazyabe, S34N1C, Devastator, NUKE9.13, Taricus
-------------------------------------------------
If you want to vote on my original thought, then here:

4 al-Mutriq's guards (Black Phantasms, I believe)
2 Mages and their apprentices
Three ships, with one ship armed with a ballista that can be dismounted if necessary
Fill the remainder of space onboard the ships with:
Some horse archers (As many as will fit) and
A squad or so of lancers.
---------In favor: (1) Mardent23
Quote from: Orders
Attack the mountains: (4) Devastator, crazyabe, NUKE9.13, Taricus

Deploy Gale-Stones: (1) Egan_BW
Do not deploy Gale-Stones: (1) NUKE9.13
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 30, 2017, 03:22:37 am
Combat for 928

Neither side develops anything related to skirmishes, so the raids are once again mostly even, leaning towards Arstotzka.

The jungles this year result in combat developing a fundamental shift in practice.

Once again Arstotzka approaches the edge of Moskurg's area of control, and once again our ballistas begin raining death with the same perfect accuracy as before - in greater numbers, even, thanks to our Engineering Workshops.  Surprisingly, Arstotzka's commanders hold back, staying just out of range like the cowards they are.  Their mages are not so lucky and are closer to the front lines, and our ballista bolts hit with deadly accuracy.  A brief bit of thunder rings out, and suddenly that death is turned back on us.

Based on how last year went, we fully expected a desperate Arstotzkan counter-charge to stop our artillery from tearing them to shreds.  Our men are standing in front, halberds at the ready, eager for Arstotzkan blood...only for high-speed rocks to come ripping through our lines.  Our men die in droves in the first volley, and as the second, third, and fourth hit Arstotzka charges forward to take advantage of that confusion.  Their men are still torn to shreds as they charge through the jungle, and their progress is made slow by the thick mud generated by the non-stop rain and lack of vegetation, but by the time they reach our lines the battle goes in their favor.  Most of their casters die from long range, but with their long-range death raining down on us it doesn't matter they're not using fireballs this year.  Our men do better without swaths of fire carving holes into our battle lines, but Arstotzka wins the first battle.  In subsequent fights the battles are much more in our favor; we keep our men back until they see them charge, then moving our troops forward to meet them.  Their inferior accuracy means at long-range we can snipe them to death before they can return the favor, but the first battle was so devastating it's practically even.  Their volleys rain down with much greater frequency than what we can return, even with our merely "expensive" artillery.  Our only saving grace is our Lucky Strike, which gives us a way to remain comparable with the enemy.  If we didn't have that ability, we would surely have lost every battle this year.

When we return the assault we find the same thing happening; our men are shot to death before they can get in appropriate range, and once ragged from artillery shelling they break and rout.  We can still out-snipe our artillery, however, and through patience we are generally able to gain the advantage.  It doesn't go well for us, and we don't lose a significant amount of ground.  We do better than Arstotzka, though, and another battle like this and we will eventually push them back.  Arstotzka is on the back foot.

Our Theatre Commander is in love with our new artillery.  It is reliable and accurate enough to do well against Arstotzka, even if it takes longer to load each shot.  He request even longer range artillery to hold them at a distance.  He questions how effective Gale-Stones would be against full-plate Arstotzkan infantry; our armor is effective against deflecting their shattering bomb arrows, so wouldn't the same principle apply?  Fire would be a better choice, but he leaves the decision up to you.  Something to counter their new artillery would be nice, but he only asks that you continue developing weapons to help him beat back those filthy Arstotzkans, as he's had enough of our men dying to their cursed fire.

Neither side gains a section of jungle.

We surprise Arstotzka with an assault on the mountains.

Their men, having grown complacent with years of inactivity, do not expect the assault.  Our ballistas send stones crash into their ramparts from down below, and with surprising success we find their arrows are less effective than before due to our new armor.  Their new cannons do a decent job at slaughtering our men at long-range from castle parapets, but it's not enough.  The cannons can't be angled down far enough to hit down-slope, and once in our men are in their blind-spot our artillery can shoot up at them.  Their castles fall and for the first time in decades Arstotzka loses a section of mountain to Moskrug.  They will not gain any further metallurgy bonuses until they retake the mountains.

The Theatre Commander points out that the same problem that affected Arstotzka could affect us as well.  Our ballistas only fire up and forwards; now that we have a foothold in the mountains, we will need them to fire downward as well.  He asks that you revise our ballistas to fire downward as well, as to avoid falling into the same trap as Arstotzka's cannons.

Moskurg gains a section of Mountain.

The seas reach a stalemate. 

Moskurg artillery is much more accurate, but Arstotzkan cannons do a better job of doing damage when they hit.  The battle on the seas results in both sides at extreme ranges pelting one another until their ships sink.  Moskurg does slightly better, as our accuracy allows us to hit us more reliably.  They tank most of our hits due to their heavier ships, but we do reasonably well.  If nothing changes, we will take the seas next year.  Arstotzka is on the back foot.

The Theatre Commander asks for either longer-range projectiles or - more preferably - something that can kill their ships quicker.  Fire projectiles would be nice, since they'd be especially effective at sea.

Neither side gains ground in the Western Sea.

Revision Credit:  Arstotzka has offered a more attractive mercenary force and won the revision credit.  Their troops are gone for the time being, and should the battle go well overseas they will return next year.



It is 929, the Design Phase.

Spoiler: State of Forenia, 929 (click to show/hide)

Spoiler: Moskurger Spells (click to show/hide)



NEW RULES.  READ.
Spoiler (click to show/hide)
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 30, 2017, 03:30:53 am
They have cannons, we have gust of wind. Let's turn those cannons against them with a more powerful gust.

Blast of Wind: With the advent of the Arswtotzkan cannons, there have been a few mages pondering if the wind could be used to return the cannonballs to their senders. At the very least the morale effect would be a pleasant one; they aren't expecting the cannonball to return!
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 30, 2017, 03:45:22 am
..I don't think we can stop cannonballs with wind.  They're just too heavy and too fast, and they're small round spheres, the hardest shape to deflect with wind.  We may want to try winning skirmishes and pushing cavalry so we can chop down their gunners and keep mobile.  I am wondering how they're reloading so fast.

What do their cannons look like?  Have we gotten any good looks at them in the battles we've won?


That said, we now have skill in enchanting mundane items.  I'm thinking that for skirmishes we could win if we had magic arrows or bows for our skirmishers.  Combine that with an improvement to another skirmish skill on revision, and I'll bet we can take enough of the cannoneers down so that they'll make up less of a problem.

Also, the traditional way of dealing with cannons on defense is walls or ramps of earth to bounce the cannonballs over the heads of our soldiers.  We could try and create staffs that would throw up walls of earth for our troops.  That would provide enough cover so our lucky artillery could shoot down, as well as helping us greatly in creating fortifications in general.  That'll probably take both a design and a revision if we go with that.

(If we had pegasai, we'd just fly down on them from above, of course.  ;-p)
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 30, 2017, 03:48:29 am
@Dev: Arstotzkan cannons appear to be odd cup-shaped devices mounted on wheeled frames.  From what we've captured in the mountains, we're not sure how they work although they seem to use water.

Clearly such a complicated design must be inferior to Moskurgs ballistas.
Title: Re: Wands Race - [Moskurg]
Post by: Egan_BW on April 30, 2017, 03:51:51 am
Zapstones!

Like guststones, but stuffed with delicious potential magical electrical energy instead of some bloody pansey air magic. See how metal armor helps the cowards when this hits them!
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 30, 2017, 03:53:37 am
Do they look mobile, or are they limited to use on defense only?  (yet)

Another option may be loose formations and some kind of Precognition amulet, so our soldiers could step to either side when a cannonball is coming, and dodge the balls as they'll only need a second or two of warning to dodge them.  They don't explode or do AoE damage, so that should help.  It might be relateable to non-magical traps in some way, so probably not starting from zero with them.

It might also help a lot in melee if we improve on it, as you'll know just when to dodge and what the feint is.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 30, 2017, 03:58:02 am
They have wheels.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 30, 2017, 03:59:29 am
Thanks Evicted.  I'll put up a vote in the morning, after I've had more time to think about it.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 30, 2017, 04:51:53 am
Hmm. Okay, so, I guess according to our theatre commanders Galestones were not a good idea. So much for original thinking.

Cannons, you say. That's a problem. And they have wheels? Man, they must've rolled well on that. Either that, or they've been developing them in secret for the past few turns.
We can make this a battle of who-can-outrange-the-other, I suppose. We could do what Madman suggested:

Firestorm Shells: Take the Galestones. Make them out of pottery instead, and fill them with flammable oil. Attach a burning rag to them. Enchant them to have longer ranges (being self-propelled by wind), and attempt to fix the 'wind explosion' part- it doesn't have to be that strong, just strong enough to disperse the flaming oil over a large area.
The wind-explosion part merely requires fixing an existing enchantment. The new features here are the flammable oil and the increased range. I see no reason why we couldn't manage to get all those features, given a decent roll. If not, a revision could fix that.

I don't like our odds of blocking cannon shot with wind magic. Or with shields. We could simply not be there when the cannonballs fall:

Detect Bombardment: A divination spell that predicts where and when artillery fire will hit. The impact of such heavy ordinance causes a ripple in the magical fabric of the universe, which spreads out across every dimension- even backwards in time- and can, with practice, be detected.

Anyway, I like our odds at the moment. We have more troops than the Arstotzkans (they lose their reinforcements from the mountains), plus they've just sent a considerable portion of their army abroad. Provided we don't completely mess up this turn's design, I think we should manage to take another section of jungle, and at least hold onto our section of mountain.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 30, 2017, 04:54:53 am
It's less blocking and more return to sender :P
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on April 30, 2017, 04:59:23 am
Firestorm Shells sounds good to me. We might not be winning as much in the artillary duel, but we are still winning, and the addition of explosive ammo should make our own siege weapons more effective, given they can effect a whole lot more enemies per shot, and should swing the naval fight solidly in our direction from setting their stuff on fire.

If we want to block the enemy shots we should probably just go full up and try to make a Wall of Force spell, I think.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 30, 2017, 05:01:19 am
Precognitive Rings.  These slim metal bands grant a short precognitive warning of incoming flying objects, and give feedback based on a weak shock.  It can then be used to take a few steps out of the way of the fire.  One ring will be on each hand, and the ring that's tingling is the side to step away from.  If time is sufficient and there are not enough of these rings, hand signals may tell the formation which way to step on the attack.  It may also provide last-second warning of an incoming arrow.

Quote
Precognitive Rings: (1) Devastator.  {Although Nuke 13's idea sounds similar}
Blast of Wind: (1) Taricus.
Zapstones: (1) Egan_BW.

(If this is pulled off, we'll trump their great new weapon in one turn, and do so in an immensely demoralizing manner.  They're firing cannonballs all at our troops?  We'll just keep marching forwards, and the balls will just keep missing..  Why just win when you can break them forever?)
Title: Re: Wands Race - [Moskurg]
Post by: Egan_BW on April 30, 2017, 05:09:09 am
Nah, obviously the answer is more firepower! Not literal fire though, not energetic enough.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on April 30, 2017, 05:11:50 am
Quote
Precognitive Rings: (1) Devastator.  {Although Nuke 13's idea sounds similar}
Blast of Wind: (1) Taricus.
Zapstones: (2) Egan_BW, Happerry.

The Precognitive Rings sounds useful, but I doubt that on the scale of armies it will be enough to make us immune to enemy artillary fire and I suspect that it'll also mess our formations up. Given that our big advantages in large scale melee are teamwork and numbers that doesn't seem like a good idea to me. I also highly doubt we'll be able to counter the enemy cannonballs with wind, if nothing else from targeting and casting speed issues (given they seem to shoot said cannonballs pretty fast). As such I'm going to vote for Zapstones and hope the electricity will be able to set the enemy ships on fire.

Edit : Also, if we can make an Unlucky Strike spell with enough range, or make it into a ritual/tower cast thing like their 'drop the temperature' spell to try cursing whole enemy armies with it, we might be able to sidestep their cannons through making them be really bad at aiming.

Or maybe we can make a defensive Mirage spell that keeps them from being able to accurately target us?
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 30, 2017, 05:17:16 am
Nah, obviously the answer is more firepower! Not literal fire though, not energetic enough.
Our naval theatre commander has asked pretty clearly for fire. Much as I would like to be more original than that, at some point we magengineers must bow to the needs of the common soldier.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 30, 2017, 05:18:09 am
The bonuses to formation is kind of why I wrote it up that way, as we'd be using the formation bonuses to improve it's effectiveness should we not get enough for every soldier.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 30, 2017, 05:18:56 am
Quote
Precognitive Rings: (1) Devastator.  {Although Nuke 13's idea sounds similar}
Blast of Wind: (0)
Zapstones: (2) Egan_BW, Happerry.
Firestorm Shells (1): Taricus
I don't think the zapstones will be as effective as the firestorms. And if we're lucky we can revise those to be throwable by our soldiers, meaning our cavalry charges just got more deadly.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on April 30, 2017, 05:21:17 am
Quote
Precognitive Rings: (1) Devastator.  {Although Nuke 13's idea sounds similar}
Blast of Wind: (0)
Zapstones: (1) Egan_BW.
Firestorm Shells (2): Taricus, Happerry.
Switched to Firestorm Shells.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on April 30, 2017, 08:07:36 am
OK. Let's be done screwing ourselves over. Wind will NEVER do as much damage as flames, not for the same amount of power. Most you MIGHT hope for is a perfect roll with the flaming projectiles, which would allow you to not spend a revision and then spend it on the gale stones. Maybe. But probably not. So, here's my plan:
Design Phase: Make the simple, mechanical, utterly non-magical pottery, well, bombs, I guess.
Revision: Retroactively add the magic. This splits the difficulty up. We'll make progress into incendiaries (Not that much should be needed. As I pointed out, everything suggested is common-knowledge oh-hey-this-lights-on-fire sort of stuff), THEN add an enchantment. Also, if we get screwed, again, on the roll, we can just fix the flammable part. We'll be using Lucky Strike, of course. So we'll hit with large numbers of these things.
Also, it will absolutely require no revision, once they're working, to grab one of these bad-boys and chuck it over the walls of a fort. So we do NOT need to redesign ballistae. Because logic says if you can blow it up one way, you can blow it up another. Heck, perhaps as an order we could have soldiers construct wooden troughs on the walls of the fort, so they can merely push these off the walls, without needing protection from the flaming casing.


TO SUMMARIZE:
Is everyone voting for the firestorm shells OK with splitting the design between revision and design phases? And possibly sacrificing the expense part as well, in order to get these things out in greater numbers really fast?

Quote
Precognitive Rings: (1) Devastator.  {Although Nuke 13's idea sounds similar}
Blast of Wind: (0)
Zapstones: (1) Egan_BW.
Firestorm Shells (3): Taricus, Happerry, Madman198237
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 30, 2017, 08:09:43 am
It's more a revision so we can easily through them, like hand grenade size. That way we now have horse grenadiers :D
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on April 30, 2017, 08:15:55 am
NO NO NO NO NO NO NO NO NO NON ONONONONONONONO OH PLEASE NO

Sorry, had to get that out.

Let's get them MADE, first, alright? A hand-grenade-size piece of pottery is not going to contain hardly enough flammable material to kill a man. Now, if we get the wind enchanting working this term, we might consider pulling a fast one and revising some rocks/solid pieces of pottery/pottery filled with shards of metal to explode on hard contact. Allowing soldiers to throw relatively lightweight killing devices over the heads of friendlies so they come down in the middle of the enemy lines. Our light cav is OK right now, but with our bows being largely ineffective, we need to change that. NEXT TURN, we make a skirmish cav armed with baskets/saddlebags/double handfuls-of-chew-on-this full of grenades, but for now, NO.
Save our revision. Make it simple. We need an advantage, not a game-endingly powerful piece of artillery. If they manage to turn their knowledge of fire magic into incendiary cannon projectiles, we'll be in trouble.

evictedSaint, quick question: Would modifying the ballista substantially, into a catapult, require a full design phase? I assume so, but I am wondering if we could get away with a possible revision. That'd be really awesome.w
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 30, 2017, 08:38:30 am
The features of the Firestorm Shells, in order of priority:
-The flammable payload.
-The increased range
-The 'wind explosion'
I feel like any one of those would be a revision. It stands to reason that we can manage at least two, if not all three with a design.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on April 30, 2017, 08:47:51 am
No, the firestorm shells do NOT have increased range.
Attributes:
Made of pottery, will shatter on impact AFTER FIRING. Pottery must be able to take strain of firing, bumps of travel.
Filled with flammable liquids. I don't care if you have to round up a bunch of Arstotzkans and make them press oil out of almonds or olives or whatever, something flammable goes here.
Covered in oil-soaked rags. If THIS gets screwed up, then this country has no future, and I'm defecting. Actually, if it does, I might actually do that....Anyway. No screwing around with fuses, no finicky timing, nothing. Just like a Molotov cocktail---the bursting glass lets the rag catch the alcohol on fire. In this case, the bursting pottery catches our substantially-better-burning materials on fire.

So, design spent on giving it the above attributes.
Revision for the below:
Extra Bursting Effect (Wind-powered)
Extra Range (Also wind-based. Duh)
---both self-explanatory, don't you think?

Worst case here, the revision fails and we use the original instead, or the design fails and we revise it to be better. Anyone disagree?
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 30, 2017, 09:14:42 am
Hmm. Well, I suppose only focusing on the flammable payload would make things easier. As you say, it should be pretty hard to screw up putting oil in a pot. I guess getting a +1 to a few of the rolls could be useful. And if we roll well, we might develop something closer to greek fire.
That, and you were right last turn. So, okay, I'll support just designing the flammable payload.

Firestorm Shells (Flammable Payload Only):Take the Galestones. Make them out of pottery instead, and fill them with flammable oil. Attach a burning rag to them. They still have the 'pointed helmet' shape, and we may as well leave the wind-explosion enchantment on them, for all the good it does. But our focus is on the flammable payload- our alchemists and potters will work round the clock designing pottery that is just the right strength, and a chemical compound that burns hot and unquenchable.

Though then we really should spend the revision increasing their range. We would really like to out-range their cannons.

Quote
Precognitive Rings: (1) Devastator.  {Although Nuke9.13's idea sounds similar}
Blast of Wind: (0)
Zapstones: (1) Egan_BW.
Firestorm Shells (2): Taricus, Happerry
  Flammable payload only: (2) NUKE9.13, Madman198237
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on April 30, 2017, 09:24:04 am
I'd even leave out the "galestone" part. We don't want them giving away our secrets yet. We'll make a bunch of flammables WITHOUT enchantment (Reducing cost), THEN revise them to have the best enchantment we can get. We'll at least have plentiful numbers of the unenchanted ones. They'll give us a big advantage in the next year. We've gotta get moving on this. If they can now rival our artillery strength....we've gotta get another lead.

Next year, it's time for catapults. Bigger torsion artillery. Then we just size up the flammables and voila, instantaneous apocalypse.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 30, 2017, 09:34:41 am
The galestone part is free, though. We already have the tech.
The cost of galestones is already cheap, so we don't have to worry about that feature increasing the cost either.
And I'm thinking, what happens if we roll a 6? Gotta give the GM a hook for bonus features, you know? We might accidentally increase the strength of the wind-explosion, is what I'm saying.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on April 30, 2017, 09:44:36 am
It's possible. Maybe if evicted chimes in about it. Otherwise, everything we can do to reduce cost, to reduce complexity.
Title: Re: Wands Race - [Moskurg]
Post by: Khang36 on April 30, 2017, 09:45:02 am
Since the other side has cannons should we instead look to design our own? While we currently have the advantage they have a weapon that has far more room to grow in power and effectiveness than ours and we will have to make one once we hit the limit of what torsion weapons can give us.

Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on April 30, 2017, 09:48:53 am
No. We've got the advantage. They've got crappy, basic cannons of magical sort. We've got torsion artillery. Let's work on these projectiles, THEN consider enchanting ballistae.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 30, 2017, 09:51:35 am
Since the other side has cannons should we instead look to design our own? While we currently have the advantage they have a weapon that has far more room to grow in power and effectiveness than ours and we will have to make one once we hit the limit of what torsion weapons can give us.
Mm... I doubt their cannons are actually, you know, gunpowder-based cannons. I suspect they involve some sort of fire magic, which we have no experience with. So we'd have a hard time emulating them.
Yeah, they have room to grow... but our artillery is already nigh-perfect. I mean, we're using it to snipe individual commanders and mages. They have a lot of catching up to do, especially if we use wind magic to increase the range of our ballistae. If they really do manage to outrange us considerably, we can do like Madman suggests and develop catapults. If they manage to design an accurate cannon with significantly longer range than a catapult in the 10th century, whose barrel doesn't explode after three shots, then... we get our Arstotzkan slaves prisoners to get to work in the salt mines, because we will need industrial quantities.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on April 30, 2017, 09:56:57 am
We know that they're not regular cannons. They're based on steam, somehow. Because lolphysicsnope or something similarly stupid.
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on April 30, 2017, 10:02:07 am
Quote
Precognitive Rings: (1) Devastator.  {Although Nuke9.13's idea sounds similar}
Blast of Wind: (0)
Zapstones: (1) Egan_BW.
Firestorm Shells (2): Taricus, Happerry
  Flammable payload only: (2) NUKE9.13, Madman198237, S34N1C
Title: Re: Wands Race - [Moskurg]
Post by: Khang36 on April 30, 2017, 10:15:44 am
Ok so an idea i have been thinking about, would it be posible to creat a spell or enchantment that instantly transmute say a stone into air of equal mass causing explosive decomposition since the new pockets of air will be far more denser than the air around it.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on April 30, 2017, 10:31:16 am
Possible? Probably. Practical? No. You'd have to actually produce a lot more air than that, I think, to produce a sufficiently deadly blast to bother.
Remember, we're very limited. Do the best we can, not do as much as we can.

Oh, and I think you're thinking of "explosive decompression" which involves a vacuum and a small space filled with air, not a space filled with more air and a space filled with less.
Title: Re: Wands Race - [Moskurg]
Post by: Khang36 on April 30, 2017, 10:56:44 am
since explosives is just a chemical reaction that turns the substance into gas and heat so i figured that if we created a spell that converted things to their equall mass of air that is should have a similar effect to explosives. I don't expect it to be as effective as say c-4 but i am optimistic it would at least be more powerfull than black powder
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on April 30, 2017, 11:16:34 am
Well, the thing is that the blast does increase pressure, but it also creates a blast of heat, explodes in a spread pattern, etc. We don't want to go messing with roads we aren't sure about. Let's just focus on our present abilities without branching out there yet. One possibility, for example, might be changing air pressure. If you can change it right, you could make it hard for the enemies to keep focused (Minor oxygen deprivation due to lowered air pressure) knock them out (15 psi blast will knock somebody unconscious), or strategically suffocate their commanders. All based on our prior knowledge of wind/moving air. But that's probably not an issue yet. We'll try next turn, I hope.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 30, 2017, 11:59:53 am
Ok so an idea i have been thinking about, would it be posible to creat a spell or enchantment that instantly transmute say a stone into air of equal mass causing explosive decomposition since the new pockets of air will be far more denser than the air around it.

That wouldn't work because air is compressable.  It would at best cause a noise, but wouldn't damage anyone.  You can cause some damage due to cavitation in incompressable water, but in this case it wouldn't be that effective.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on April 30, 2017, 01:15:54 pm
Quote
Precognitive Rings: (1) Devastator.  {Although Nuke9.13's idea sounds similar}
Blast of Wind: (0)
Zapstones: (1) Egan_BW.
Firestorm Shells (2): Taricus, Happerry
Flammable payload only: (3) NUKE9.13, Madman198237, Detoxicated

Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on April 30, 2017, 01:21:00 pm
Quote
Precognitive Rings: (1) Devastator.  {Although Nuke9.13's idea sounds similar}
Blast of Wind: (0)
Zapstones: (1) Egan_BW.
Firestorm Shells (2): Taricus, Happerry
Flammable payload only: (4) NUKE9.13, Madman198237, Detoxicated, Crazyabe
Title: Re: Wands Race - [Moskurg]
Post by: Khang36 on April 30, 2017, 01:35:27 pm
According to some simple napkin math if we were to convert a liter of water to air, assuming that the process is instant and the air is compressed to the same volume as the water. The new air that is created would be of around 12.5k psi

Edit: forgot to put in my equation.
P1:pressure of air at sea level in psi
V1: volume of 1 kg of air in m^3
V2:1 liter of water in m^3
P2: the initial pressure of the created air
p2=p1*(v1/v2)
P2= 14.7*(.85/.001)
P2=12497 psi
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on April 30, 2017, 02:01:45 pm
Quote
Precognitive Rings: (1) Devastator.  {Although Nuke9.13's idea sounds similar}
Blast of Wind: (0)
Zapstones: (1) Egan_BW.
Firestorm Shells (2): Taricus, Happerry
Flammable payload only: (4) NUKE9.13, Madman198237, Detoxicated, Crazyabe, S34N1C
Not sure why my vote was erased, but whatever, here it is again
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 30, 2017, 02:12:19 pm
According to some simple napkin math if we were to convert a liter of water to air, assuming that the process is instant and the air is compressed to the same volume as the water. The new air that is created would be of around 12.5k psi

Edit: forgot to put in my equation.
P1:pressure of air at sea level in psi
V1: volume of 1 kg of air in m^3
V2:1 liter of water in m^3
P2: the initial pressure of the created air
p2=p1*(v1/v2)
P2= 14.7*(.85/.001)
P2=12497 psi

Yeah.. but in order to fall to atmospheric pressure, it would only need to expand to about a thousand times it's previous volume?  Which is a sphere ten times as big.  For a kilo of water with a volume of one litre, we'd need a thousand litres of volume to reduce it to atmospheric, which is only a sphere with about a 62cm radius.. not huge.  Plus a conventional explosive, say TNT, makes for a dozen or so gas molecules and gives them a much bigger thermodynamic kick from the chemical reaction pumping energy into the products.

We also get the same kind of effect whenever we hit something with lightning already, and that has lightning too.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on April 30, 2017, 02:30:27 pm
There's no future in transmutation. At least, not if we obey the laws of physics. You would need an energy = mass * c^2. For those of you who don't know, c = speed of light. Which is fast. Very, very fast. 3x10^8 meters per second fast.
It means you need 3x10^16 * (mass of object to be created) units of energy. Since you'd first need to shatter the previous matter into energy, it'll (maybe) take slightly less, since a lot is produced as you annihilate the previous matter, but you still need to persuade said energy to coalesce into different matter. So, darnit, good luck. You're going to need it. Also, it'd be far more efficient to pull a Galbatorix and turn something (Enemy soldier, perhaps?) directly into energy. A lot of energy. As in, 3x10^16 * 100 kg of energy.

Seriously though, if we could manage to harness that? Instantaneous game over. For the other guys.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 30, 2017, 02:39:21 pm
There's no future in transmutation. At least, not if we obey the laws of physics.
...dude.

It's magic.

Physics took off on vacation a long time ago. Think of the laws of physics as mere guidelines.

They are creating crystal weaponry from thin air. I don't think they're worrying about the speed of light squared.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on April 30, 2017, 02:44:25 pm
Darn.

Maybe we can unleash the laws of physics anyway?

A spell that forces those within its radius to obey said laws of physics?

Immediately either draining the energy from their casters (And probably killing them) or just "shutting off" magic in the area?
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 30, 2017, 02:46:08 pm
A spell that forces those within its radius to obey said laws of physics?

Immediately either draining the energy from their casters (And probably killing them) or just "shutting off" magic in the area?
We have that. It's called Tubikh Rrahim.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on April 30, 2017, 02:47:52 pm
This is a game about wizards and spells, so I'm not sure why you'd want to get rid of wizards and spells.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 30, 2017, 02:50:13 pm
Because it's selectively getting rid of the Arstotzkan wizards and spells :P
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on April 30, 2017, 02:54:18 pm
Well yeah...but it'd also be nice if something could dramatically explode in the process.

So, we just waiting for eS to be ready for an update? It might be partly my fault, but we seem to have left reason and planning behind. Ah well.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 30, 2017, 03:11:16 pm
Arstotzka is doing that thing where they have a list of twenty different design proposals and there's a five-way tie at two votes each.  Kinda waiting on them.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on April 30, 2017, 03:14:14 pm
Impressive. Is that ACTUALLY how many they have?
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on April 30, 2017, 03:15:39 pm
Arstotzka is doing that thing where they have a list of twenty different design proposals and there's a five-way tie at two votes each.  Kinda waiting on them.
Have you considered giving both sides a Deadline and rolling between the most voted options if there isn't just one?
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on April 30, 2017, 03:18:19 pm
Hey what Do you guys think about a wind of haste spell for our skirmishers. That way they could eventually meet the enemy meelee wise. 

Id think developing maces as weapons to go against their platemail.  Later on enchant them with a air spell so our troops can strike faster so the maces become even more powerful.

Please discuss
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 30, 2017, 03:20:45 pm
Hey what Do you guys think about a wind of haste spell for our skirmishers. That way they could eventually meet the enemy meelee wise. 

Id think developing maces as weapons to go against their platemail.
Our halberds are already pretty effective against their platemail. We don't need a new armour-piercing infantry weapon.

A haste spell might be worth considering. Though at the moment the problem our skirmishers have is more that their weapons are ineffective; their bows cannot pierce Arstotzkan plate&leather.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on April 30, 2017, 03:23:16 pm
Thats why i am thinking we should go into melee with weapons designed against platemail.  Variety in weapons would not be too shabby
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 30, 2017, 03:24:49 pm
Arstotzka is doing that thing where they have a list of twenty different design proposals and there's a five-way tie at two votes each.  Kinda waiting on them.
Have you considered giving both sides a Deadline and rolling between the most voted options if there isn't just one?

Eh...I dont WANT to have to set a deadline, because then I have to follow it. I'd rather keep it looser and just update when everyone is ready.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 30, 2017, 03:29:21 pm
Thats why i am thinking we should go into melee with weapons designed against platemail.  Variety in weapons would not be too shabby
Variety in weapons is not worth the design action it would take. We have areas where we aren't doing well, we have no efforts to spare on areas that are already peachy.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 30, 2017, 03:29:49 pm
I'd rather design a weapon against cannonballs..
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on April 30, 2017, 03:46:09 pm
The freer method is probably best for now. We don't want to get pushed, they don't want to get pushed. It's fine this way, even if some of us are impatient. Like me ;)

I think that right now we need a way to counter their crazy new artillery. Our newly empowered ballistae ought to give us a huge advantage if we get it right. And if we don't........yipe!

Disabling cannonballs is another possible next-turn thing. Could we afford a year trying to make a new version of cyclone shield? Perhaps one that combines our Storm Strike with shielding capabilities---if we can combine the two, protect our army by making it the eye of a somewhat low-grade cyclone....winds, whipping around the edges, deflecting all but the most powerful projectiles....cast by all the mages no longer required to protect certain individuals... Then, a way to shoot through the barrier. Much less important, as we could probably manage to train our troops to fire with the winds. It's just more severe deflection, really. Or, perhaps easier, powerful winds directed in a straight line from us to them, giving a MASSIVE boost to our ranges, a terrible reduction to their abilities to reach us. The first battle would likely see their own arrows and cannonballs hitting them.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on April 30, 2017, 03:48:41 pm
If we beat them in melee we might capture cannons

edit: an enchant on the lamellar so the wind makes the wearer faster?
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 30, 2017, 03:52:10 pm
Or we can just sneak into one of their camps and nick a few :P
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 30, 2017, 04:00:16 pm
deflecting all but the most powerful projectiles..

Problem, what happens if the enemy has the most powerful projectiles?  Gale shield would do good at arrow volleys if it was a mass version, but doesn't do much to stop cannonballs.

Quote
Speed boost

Now there's an idea.  Buff our cavalry with extra speed, close range and ride down the gunners.  They're keeping their soldiers behind the guns, so this should be viable.
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on April 30, 2017, 04:01:09 pm
I'd rather design a weapon against cannonballs..
I'd rather design a weapon against cannonballs..

Baseball bats: Prettg much just a molded stick, this would be used to hit a cannonball back to whence it came. This requires an enormous amount of skill. Projected to be A National Effort
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 30, 2017, 04:03:16 pm
I'd rather design a weapon against cannonballs..
I'd rather design a weapon against cannonballs..

Baseball bats: Prettg much just a molded stick, this would be used to hit a cannonball back to whence it came. This requires an enormous amount of skill. Projected to be A National Effort

Heh.

But yeah, precognition or a speed buff would probably be good.  If we go with a speed buff, we should try the revision to get experience doing some other kind of mass buff, probably Gale Shield, which might not stop cannons, but a mass gale shield should protect against arrow volleys.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on April 30, 2017, 04:19:00 pm
Bonus points to the roll for sheer comedy?


But seriously, a super-powered combination of cyclone shield and storm strike would be really interesting.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on April 30, 2017, 04:59:35 pm
As the fire bombs are a given,  how does revising the Hammer of Allah to work in snow sound?
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 30, 2017, 05:01:53 pm
As the fire bombs are a given,  how does revising the Hammer of Allah to work in snow sound?
We were thinking of (if all goes well) further revising the Firestorm Shells, to increase their range. Though I agree that such a revision would be useful at some point.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on April 30, 2017, 05:02:38 pm
We're saving the revision to either add magic to the firebombs or fix any problems that show up.

Then, well, there are thunder-snow-storms, so it shouldn't be terribly difficult...but it'd have to wait, unless we get a really good roll on our mundane flaming projectiles and are satisfied with the magic-less version.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on April 30, 2017, 05:19:22 pm
And, actually, we'd just need to work up storm strike to make it happen. Then, once we understand lightning in snowstorms, we could freely useless both the hammer and spear. Speaking of which, if/when we do that, we need to revamp the spear. Make the bolt strength controllable, then make it reliable.

EDIT:
Sorry, vacant-brained double post.

I shouldn't do this when exhausted xD
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 30, 2017, 05:26:53 pm
I think I'd rather put Gale Shield on an item that can be carried.  At Expensive, that'll mean a whole lot more people will have them, which may let us do cavalry charges to knock out their artillery.

thunder in snowstorms, improved lightning spears, those all seem like very marginal improvments.  Knocking out their artillery better should let us keep rolling.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on April 30, 2017, 05:37:47 pm
We're still (To my knowledge) using only half the year to attack, because half the year, the weather is too cold for our deadly thunderstorms. A reasonable assumption is also that the moderating effect caused by the tower is reducing the effectiveness of the barrages. We NEED to fix this, weather (hahahahahahahaha I'll show myself out) by destroying their tower or just modifying the spell to work better in the cold...which will likely save our hides when we reach the far north.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 30, 2017, 05:39:31 pm
Well, we're advancing on the tower this turn. So we'll deal with the tower.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 30, 2017, 05:58:57 pm
Design: Firestorm Shells [6, 6, 3]

Arstotzkans will soon have a taste of their own medicine.

Firstorm Shells are aptly named.  It's perhaps the most deadly anti-infantry weapon we've ever developed, surpassing even the Hammer in it's abilities to slaughter Arstotzkans.  The shell is a clay pot wrapped with oiled rags and stuffed with what our men refer to as "Alnnar Almuqaddasa" - Holy Fire.  It's a vile, toxic, putrid concoction that burns for a long, long time with intense heat.  It's got a horribly pungent odor, its smoke is noxious, it sticks to whatever it touches, and our men have taken to mixing small quantities of it in with their arak for an extra "kick".  As an added surprise, it even burns when wet.  Flamming Alnnar must be submerged for a very, very long time before the flame snuffs out, otherwise it will reignite once it comes back in contact with air.

The best part is it's relatively cheap to make.  It requires the constant care and attention of a certified Researcher Priest and takes half a year before it reaches maturity, but it can be produced in entire batches.  As a safety measure, the workshop built to manage production of Alnnar is established well outside of the city in a relatively unoccupied section of desert and strict fire-rules are put into place.

The only problem - and it is a big problem - is the structural integrity of clay pots.  Our ballista works by suddenly accelerating its ammunition, and clay pots don't like sudden acceleration.  One in every four times the ballista fires the clay pot will shatter on the bowstring and spill its contents all over the siege weapon and its crew.  With no way to put it out, the only thing bystanders can do is watch as the weapon and men are burnt to ash.

Despite being a terribly powerful weapon, our ballista crews absolutely refuse to use it until this issue is fixed. Normal Cost.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 30, 2017, 06:02:28 pm
Okay lads, we all know what to do:

Fix the Firestorm Shells fragility.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 30, 2017, 06:03:31 pm
Well, we need to fix that.

Sturdier Pots: Speaks for itself, doesn't it.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on April 30, 2017, 06:06:17 pm
Fix the fragility WHEN LAUNCHING ONLY. We want them to ALWAYS explode on impact.
THAT SAID:

Keep some of the originals for castle defense. See how well the enemy likes having THOSE rain down from above!

EDIT:
I almost forgot to gloat.

IS THIS NOT THE BEST IDEA EVER!?!?!?!!?!?
Let's go win this game, shall we?


Quote
Fix Fragile Firestorm Pots: (3) EVERYBODY WHO HAS A BRAIN but mostly: Madman198237, NUKE9.13, Taricus
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 30, 2017, 06:08:15 pm
Keep some of the originals for castle defense. See how well the enemy likes having THOSE rain down from above!

Is this an order?
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on April 30, 2017, 06:09:30 pm
Does it need to be?
If so, then yes, I'd vote for that as an order to hedge my bets.

After all, is that order likely to be a problem? I can't see any reasonable way of turning that into a negative...I just can't. Unless, you know, it like rolls a 1 or whatever and is summarily forgotten...
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on April 30, 2017, 06:09:49 pm
Code: [Select]
Fix Fragile Firestorm Pots: (4) EVERYBODY WHO HAS A BRAIN but mostly: Madman198237, NUKE9.13, Taricus, Abe
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on April 30, 2017, 06:10:20 pm
Does sand work to put out the fires caused by the firestorm shells?
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on April 30, 2017, 06:11:12 pm
Can you get close enough to get sand on that crap? You can't save anyone who's coated in this stuff---they'll keep burning even if the flames are gone, because of the heat.
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on April 30, 2017, 06:11:32 pm
Does sand work to put out the fires caused by the firestorm shells?
Judging from the Description, No. we have made Medieval napalm, and Tossed in some greek fire to boot.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on April 30, 2017, 06:13:09 pm
Since this was my idea, can I be supreme overlord for a day? ;)
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on April 30, 2017, 06:14:11 pm
I almost forgot to gloat.

IS THIS NOT THE BEST IDEA EVER!?!?!?!!?!?
Let's go win this game, shall we?
Dude. The quality of the design does not impact the way the dice roll. Yes, it was a good idea, but recognise that luck played a part.

After all, is that order likely to be a problem? I can't see any reasonable way of turning that into a negative...I just can't. Unless, you know, it like rolls a 1 or whatever and is summarily forgotten...
Here's an example of a 1: Our men duly keep the fragile pots of flammable liquid lying around in big piles in our forts. Then one day, someone knocks over a torch. The entire fort goes up in flames. The Arstotzkans shrug and move into the now vacant fort.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 30, 2017, 06:15:36 pm
Because you're asking your men to use a device in a way that's not its intended purpose, I will require that it be rolled as an order.
Title: Re: Wands Race - [Moskurg]
Post by: Khang36 on April 30, 2017, 06:16:19 pm
Wow we got super napalm. We are definitely winning the sea battles now. But we probably should make a spell that can put iut the flames.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on April 30, 2017, 06:18:40 pm
Modification of a wind spell, perhaps, once we iron out the issues with the pots (And as I say this, we end up with pots with like bands of iron or whatever to take the stress of launch or something xD)


And yes, I am aware that the idea behind the design makes a huge impact on its eventual effectiveness....but the dice roll is far more important in the short term. Now then, let's make these things perfect and plentiful, and see what happens.

Oh, and the whole stockpile thing would be an excellent way to get RID of the dumb things....but in no way would there be much of a useful fort left. The heat would likely buckle the walls due to expansion stress. So, umm, yeah. Have fun with that, Arstotzka.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 30, 2017, 06:21:45 pm
Yeah, I concur with fixing the pots.  No, I'd rather not keep piles of volatile flammables in our forts to get pounded by enemy cannonballs.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on April 30, 2017, 06:24:25 pm
Hadn't thought of that particular misinterpreted reinterpretation of the order. Yeah, best not make it an order.

Perhaps an order that "if successful with redesign and cheap, then throw over walls"?
Title: Re: Wands Race - [Moskurg]
Post by: Egan_BW on April 30, 2017, 06:39:08 pm
Don't leave bloody red barrels laying around. ;)
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 30, 2017, 07:47:12 pm
What about the Gale Stones?
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on April 30, 2017, 07:49:27 pm
NO.
We're done with those things right now. They'll never cause as much damage as the firebombs, and we need to make the firebombs useful. A 25% failure rate means that, even if the crews WOULD use them, with 4 volleys (Statistically speaking) we'll have destroyed all of our own artillery support....and anybody standing remotely close.

Perhaps next turn it will be time to invent methods of magical propulsion? As in, telekinesis, sort of. A mage's assistant (NOT apprentice) tosses one of these in the air, mage then uses the winds of the storm surrounding them (Or, you know, ordinary winds. But those don't sound as cool) to throw the projectile directly at the enemy. Are their archers doing well? BOOM! How about their mages? Good-bye!
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 30, 2017, 07:53:23 pm
Can we build something not-wind related next turn?
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on April 30, 2017, 07:56:23 pm
We just did. The firebombs have nothing to do with wind magic.
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on April 30, 2017, 08:00:53 pm
We just did. The firebombs have nothing to do with wind magic.
They have point blank Nothing to do with magic.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 30, 2017, 08:02:53 pm
It's mostly that the word 'wind' has been repeated so often it's lost all meaning by now.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on April 30, 2017, 08:11:43 pm
We have experience with wind magic.

Your point is about as valid as a modern weapons designer saying "Let's stop making guns. We've been using gunpowder and guns for so long, there's no point. Let's use some....SLINGS for now!"

Yes, bit of an exaggerated comic response, but you get the point. We know how to use wind. We (should) get a lot of bonuses to it and its research, and if we can continue using it, we should.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 30, 2017, 08:19:44 pm
I'm mostly being comic.  I'm just worried that, espeically with the lobby for stronger wind gusts, that we're trying to make wind do things better done with other abilities.  There's also that new enchanting mundane items bonus that I'd like to have fun with.

It's easy to say our wind spells are effective, but the aren't, really.  We're doing all our damage with ballistas, luck spells, halberds, armor, and antimagic. Our lot of wind spells are only providing minor bonuses.  Trying to use one to block cannonballs is almost certainly madness.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on April 30, 2017, 08:30:02 pm
Well, wind was the basis of the storm spells....which annihilate crap, and are one of the reasons we haven't lost yet---because we rain death from above. A lot.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on April 30, 2017, 09:00:47 pm
Personally I want to use our design action to make a 'Tears of the Heavens' spell next turn. Or, in other words, since lightning doesn't work as well when it's super cold, let's design a 'summon hailstorm' spell and let the enemy suffer under hailstones the size of a golf ball.

Quote
Fix Fragile Firestorm Pots: (5) EVERYBODY WHO HAS A BRAIN but mostly: Madman198237, NUKE9.13, Taricus, Abe, Happerry
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 30, 2017, 09:30:37 pm
NO.
We're done with those things right now. They'll never cause as much damage as the firebombs...
How do you know?
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 30, 2017, 09:38:43 pm
double sixes is a pretty good indicator.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on April 30, 2017, 09:39:05 pm
Cause we've not had great luck with it yet. The firebombs take all the weaknesses of a human being and pack them into one package. Once we add the gale-stone like enchantment, it'll be golden. But for now, we've got to content ourselves with a soon-to-be-working shattering/splintering flying piece of fire-filled pottery. Technically, covered with fire and filled with flammables, but close enough.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 30, 2017, 09:40:11 pm
"Sure it sets people on fire with unquenchable liquid flames, but that's not dead enough."
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 30, 2017, 09:48:09 pm
"Sure it sets people on fire with unquenchable liquid flames, but that's not dead enough."
I never claimed that, and I'm looking forward to next battle.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 30, 2017, 09:53:23 pm
Revision: Improved Firestorm Reliability [3]

It's tricky to get the pot to be strong enough to be fired from a ballista, but fragile enough to break on impact.  Our Researcher Priests experiment with a few different methods and burn through a half-dozen ballistas before we find one that works.  The Improved Firestorm Shell is still a fired clay pot filled with Alnnar Almuqaddasa, but the pot is crafted with thicker ridges that go from bottom to top and the outside is coated with pitch and wrapped in oiled canvas.  The ridges provide some stability to the pot, allowing it to be survive being fired more often.  The pitch and canvas keep it from immediately spilling if the pot DOES break on the string, letting the entire flaming mess be flung away before it inevitably explodes.  By combining these two methods we've improved reliability to 1 misfire in 10, and eliminated casualties sustained during misfires.  Though they still don't like handling something so dangerous, our ballista crews are eager to throw fire back at the enemy.  We've been burning to death from Arstotzkan fire for three decades now.  Let's see how THEY like it!  Normal Cost.
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 30, 2017, 10:00:57 pm
Woot!  If the Arstozkans do have biomages, they'll be in for a big surprise ;D. Also, next turn,  wind propulsion methods.   In terms of our mountain assault, we have an obvious answer:
Acid Rounds.
I'm assuming we're still up for the horse grenadiers.
Title: Re: Wands Race - [Moskurg]
Post by: Egan_BW on April 30, 2017, 10:07:55 pm
Still need to revise ballistas to fire downwards in the mountains.
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 30, 2017, 10:10:46 pm
We can do that next phase.  I'm kind of amazed we pulled this off. RNG, you work in mysterious ways. Also, evicted, can we use an order to bard our horses in Lamellar?
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 30, 2017, 10:23:46 pm
If we go for Acid, I want it in mistform.  Then we can blow it ahead of our troops with wind-gusts, and see if the enemy can actually see through clouds to target with their cannons.  (they might.)
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 30, 2017, 10:30:41 pm
It would serve a dual purpose. There are some forms of acid (Hydroflouric acid, for example), that can eat through stone. If we were to launch an Acid round at the  base of the cannon emplacements,  we could collapse the entire Arstozkan  cannon line.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on April 30, 2017, 10:35:27 pm
evicted, can we use an order to bard our horses in Lamellar?

I've actually looked into horse Lamellar.  That armor is generally crafted with steel wires rather than leather thongs, as the surface area is larger and the weight is greater on those joints.  Plus designing the armor itself, setting up manufacturing processes for it, and ironing out any bugs that might occur would make it something you could do in a Revision.

So, no.  You can't do it with an order, I'm afraid.
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 30, 2017, 10:35:55 pm
I see.
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on April 30, 2017, 10:36:04 pm
Man, this turn is gonna be Spicy
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on April 30, 2017, 10:42:30 pm
Some could say... Moskurg was on Fire this turn :P.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on April 30, 2017, 11:15:18 pm
Well with a buff spell and a revision, we could probably beat the crap out of them next turn with cav.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 01, 2017, 12:37:35 am
Combat for 929

Nightly raids still result in death for both sides, as no new technologies have been developed to assist in skirmishes.  Arstotzka does slightly better.

Combat has been much different since the advent of artillery that's reliable, plentiful, and accurate enough to be a crucial component of warfare.  The majority of casualties is no longer a result of arrow, axe, sword or lance.  Most of those who die never see the face of their attacker, only hearing instead the whistle of an artillery shell or hiss of a javelin.  Even the structure of forces has changed; infantry now hide behind their vulnerable artillery pieces, rushing forward only to meet a charge.  Archers are mostly useless, being out-ranged by the artillery and out-defended by both sides armor (although they are still modestly effective against Moskurgs at close range).  Their main use now is to shoot down incoming calvary charges, as the horses still gallop with their manes in the wind. 

Arstotzka begins nearly every engagement.  Their cannons strike from beyond our range, but the shells are few in number.  Despite the increased range they still hit more accurately than before; after being targeted, it's only a matter of time before a stray shell spikes through a ballista and destroys it.  Though the jungle is mostly dead aside from the largest of trees and the occasional oddly-sprouted plant, we have difficulty knowing when a barrage is about to happen until it happens.  Their lines are frequently clouded with mist, keeping us from viewing their actions.  At this extreme range their shells don't "skip" along the ground, instead hitting more perpendicular to the ground as they have further to fall.  As soon as shelling starts our siege engineers hurriedly wheel their weapons forward, marching through the artillery fire until they're in range.  At this point the rest of Arstotzka's cannons begin firing in full-force, covering the nearby area with craters.  Moskurg returns the favor, sending our new Firestorm Shells sailing towards the enemy lines. 

The first time they hit it's...devastating. 

With Lucky Strike we can't miss.  The first shell lands square on one of their cannons, instantly engulfing it and everyone nearby in flame.  Before it would take several shots with boulder or javelin to render a cannon inert, but now only a single hit will destroy it.  They manage to destroy several of our ballistas from extreme range; enough to make a significant difference and hamper our ability to return fire, but our accuracy is superior.  Once we start gaining the upper hand Arstotzka moves their infantry forward.  With fewer working ballistas we can't hit their infantry as hard as we would like to, but Firestorm still does the heavy lifting this fight.  Our Alnnar Almuqaddasa splashes on impact, alighting multiple Arstotzkans at once who then either cook inside their armor or suffocate from the fumes.  The battlefield is a hellish sight; dead vegetation, craters pock-marking the ground, and patches of flame illuminating the heavy steel armor of men charging through the rain.  Once joined in melee we push them back, but it's not as sound a routing as it'd been the past few years.  Our own men are ragged from the shelling, and no matter how many cannons we destroy there are always a few at extreme range chipping away at our forces.

When we assault them, it's just as bad for our troops.  They begin firing long before we're in range from behind a curtain of mist that is difficult to blow away.  Our ballistas go ahead first to soften them up, but they start off at a disadvantage and it shows.  Still, our superior accuracy and Firestorm pushes their lines back the tiniest amount with each assault, and our men continue to be pelted from extreme range as they march forward.

We make a small amount of ground; it's not much, but Arstotzka was on the backfoot last year and we press the advantage to secure a section of jungle.


Our Theatre Commander enjoys the anti-infantry capabilities the Firestorm affords him, but the fact that Arstotzka can out-range our men by some small degree is worrisome.  He asks if there's any way you can extend the range of the ballista to match? 

Moskurg gains a section of jungle.


This longer-range artillery is especially effective in the mountains.  Our castles are chipped to death from far away, requiring us to sally forth to meet them.  These sallies almost always end in defeat; we're ambushed or shredded by artillery fire.  Our advancement is likewise stymied; the enemy is expecting us now, so we don't have the element of surprise.  We cannot sit back and chip them to death as both sides have equal range and their cannons have a height advantage atop their walls.  Unlike last year, their cannons can also aim down, meaning we can't sit in their blindspot and fire at our leisure and must make dedicated assaults.  We make limited progress here, and lose a castle.  Moskurg is on the back foot.

Our Theatre Commander asks for longer-range ballista to prevent us from being shelled to death from extreme range.  Fire is great, but it doesn't burn stone walls and is of limited use here. 

Neither side gains ground in the Mountains.


Both sides exchange lethal blows on the Western Sea.  Arstotzka has few cannons that can out-range our ships, and cannon fire is especially effective when it hits.  The story changes when we manage to close the distance to long-range, however; our Firestorm shells hit with deadly effect.  A single hit causes a ship to burn up and continue to burn even as it sinks below the waves.  The fact that our faster ships let us determine the range of combat is our saving grace; we lose many ships from their long-range and accurate cannons, but our fire does more damage from closer range.  It's not a great deal of progress, but we manage to secure a bit more coastline since Arstotzka was on the back foot last year.  We now hold the majority of the coast, and will control it entirely if they gain another section.

Our Theatre Commander surprises us by asking for longer-range ballistas.

Moskurg gains ground in the Western Sea.


Expense Credit:  We spy a familiar sight this year; Ma Tuan-lin sails once more into our harbors.  He has picked up a bit of the Moskurg language since the last time we saw him and greets us with enthusiasm.  It appears he made quite a bit of money selling the Wands of Gust of Wind in his home country.  His ship isn't as heavily laden as before, but he explains that he came here straight away to try and buy more magic to share with the outside world.  He offers to buy another magical artifact from us, offering enough to give us one Expense Credit.  We could always sell him something, but if we choose not to we could always just seize his ship.  By how deeply it sits in the water, there might be enough treasure on board for an Expense Credit.  What do we do?



It is 930, the Design Phase.

Spoiler: State of Forenia, 930 (click to show/hide)

Spoiler: Moskurger Spells (click to show/hide)



Behavior Rules.  Please Read.
Spoiler (click to show/hide)
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 01, 2017, 12:44:07 am
I dunno if anyone's watched Saga of Tanya the Evil, but you guys are doing your damnedest to turn this game into that.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 01, 2017, 12:56:40 am
Hey, don't blame me, I wanted flying pegasai, not a cratered hell-hole.  ;-)

Looks like progress continues, which is good... although my suggestions from last time are probably still relevant.

I'm thinking that it's similar to last turn, we could use Earth Staffs to move pieces of earth into fieldworks.  That would make their range advantage less important as we could move closer to their lines, and provide our troops with some cover from bouncing cannonballs, allowing us to get closer to the enemy before breaking cover.  It wouldn't help at sea, but it would certainly make fighting in the mountains easier.

Or we could go with precognition, and hope for the stark terror of having their cannonballs miss for no readily apparent reason helps us continue the gains on the march.  It might even let us break their armies properly, if we can get something to help with the skirmishing.

Also, we could try to buff cavalry to improve our skirmishes and help take second-line cannon or force a route phase.

In any case, we could either revise longer-ranged ballistae or do something else if it comes to us.  I do think we should use our design phases to try and change the shape of the battlefield again.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 01, 2017, 02:08:04 am
Hmm. We could spend this turn improving our ballistae some more...

Enchanted Ballista: What sort of mage is content with a mundane weapon? Who can ignore our soldiers's cries for longer ranges and better angles of fire? The time has come to combine the humble ballista with a few minor modifications and enchantments. First, the weapon shall be mounted on lockable swivels, that allow it to be quickly aimed in 360° horizontally, and between -45° and 70° vertically (or something), then be locked in place so that the weapon does not wobble as it fires. Second, an enchantment will be placed on the weapon, that confers upon ammunition a blessing of the winds, extending its range. Third, at a lower priority, the need for mages to constantly cast Lucky Strike will be reduced through the use of a divination rangefinder, a magical lens that allows the user to see exactly where a shot will land.
Another priority when developing these simple changes is cost- our mages will work closely with the siege engineers in their workshops, ensuring that any changes can be easily integrated into production lines.

Or we could, as Devastator says, try to reduce the effect of their cannons through precognition.

Detect Bombardment: A divination spell that predicts where and when artillery fire will hit. The impact of such heavy ordinance causes a ripple in the magical fabric of the universe, which spreads out across every dimension- even backwards in time- and can, with practice, be detected.

Or... we could take this chance to branch out into a new field, as suggested some time ago.

Theoretical Summoning: The Arstotzkans are capable of summoning living creatures into existence, in the form of their fire-wasp swarms. If even Arstotzkans can manage it, it must be a trivial matter. We shall study the holy texts once more, looking for the slightest hint as to how we might accomplish this feat, as that we might apply it to other projects.

Projects such as (not to be done this turn)

Creature of the Storm:  We know the storm. We control the storm. We feel the power contained within. And now is time to unleash that power, in the form of a Lesser Storm Elemental. The same height as a man, but made up of swirling black clouds, they are immune to mortal blades and projectiles, which pass harmlessly through them, whilst delivering savage blows with all the force of a tornado in return.
These shock troopers could charge forth through a hail of cannonballs and arrows unharmed, before crashing into enemy lines, breaking them open before the bulk of our force arrives to mop up. They could only be summoned during stormy weather (though the temperature would not matter; Tropical Storm Elementals and Blizzard Elementals are rather similar)



Gonna leave these suggestions open to discussion before making a vote.
Title: Re: Wands Race - [Moskurg]
Post by: Egan_BW on May 01, 2017, 02:11:43 am
Enhanced ballistas! More range, more traversal, probably something else if we can get away with it!
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on May 01, 2017, 02:31:42 am
I think we should develop repeater crossbows and earthworks,  then turn this into a magical www.

Or Enhanced Ballista, that works too :P
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 01, 2017, 02:59:32 am
Nuke, there seems to be one issue with summoning a non-material elemental.  If it is unaffected by physical objects, how is it solid enough to deliver blows?

Also, maybe teletalk wands for the trader this time around.  He wasn't interested last time, but they really do work and we can demonstrate that.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 01, 2017, 03:15:50 am
Nuke, there seems to be one issue with summoning a non-material elemental.  If it is unaffected by physical objects, how is it solid enough to deliver blows?
You ever been blown over by a gust of wind? Okay. You ever tried punching the wind back?
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 01, 2017, 03:32:51 am
You ever been blown over by a gust of wind?
..No, actually.  I've had to lean into it pretty heavily before, but never actually blown over.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on May 01, 2017, 04:03:25 am
Enchanted lamellar - the lamellar has helped us to gain an edge in the past years, and due to their cheapness we have outfitted the entire army with it. Time to enchant the lamellars with winds of haste. People who wear such enchanted lamellar are faster in everything they do, as the wind enchanting eases your movement
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 01, 2017, 04:58:39 am
Quote
Enchanted Ballista (3): Taricus, Kashyyk, Egan_BW
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on May 01, 2017, 05:18:03 am
I'm going to make a case for trying to create a Mirage Cloak spell this turn. The two big issues with the enemy cannons are their newly good accuracy, and the fact that they outrange us. Both of these can be countered if they can't see where to shoot, as they have been demonstrating on us this turn with their Mist spells. If we make a Mirage spell to render our forces invisible, or at least highly indistinct, at long to medium ranges, we'll be able to prevent them from being able to target anything more then a general area, which means they can't focus fire on our siege weapons any more. As well, we might be able to make longer ranged enchanted ammo with a Revision anyway, which might not be as good as the suggested Enchanted Ballista but would still let us equal their extreme range.

It might also give us back an advantage to the skirmishing again, which would be also useful.

Quote
Enchanted Ballista (3): Taricus, Kashyyk, Egan_BW
Mirage Cloak (1): Happerry
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 01, 2017, 05:38:50 am
You ever been blown over by a gust of wind?
..No, actually.  I've had to lean into it pretty heavily before, but never actually blown over.
Me neither, to be honest. But I understand that sufficiently high wind speeds can cause significant damage. Hence why I describe the elemental hitting with the force of a tornado.
Also, you know, it's magic. We don't have to worry about the mechanics that much.

I'm going to make a case for trying to create a Mirage Cloak spell this turn. The two big issues with the enemy cannons are their newly good accuracy, and the fact that they outrange us. Both of these can be countered if they can't see where to shoot, as they have been demonstrating on us this turn with their Mist spells. If we make a Mirage spell to render our forces invisible, or at least highly indistinct, at long to medium ranges, we'll be able to prevent them from being able to target anything more then a general area, which means they can't focus fire on our siege weapons any more. As well, we might be able to make longer ranged enchanted ammo with a Revision anyway, which might not be as good as the suggested Enchanted Ballista but would still let us equal their extreme range.

It might also give us back an advantage to the skirmishing again, which would be also useful.
Hmm. I don't get the impression that their cannons are that accurate.

It is true that a revision would likely be enough to extend the range on our ammunition. Which is why I'm not 100% on board with the Enchanted Ballista myself. Though having the ability to aim more flexibly would be nice.

What about the mountains? A mirage can't hide a castle. Are we content to lose the mountains again?

The most convincing argument is the thing about skirmishing. I was actually thinking about that- what if we don't try to beat them in mass combat, but start leaning back towards a skirmish-heavy strategy? If we take out their cannons prior to the battle starting, we don't have to worry about them.

A problem is that Illusion magic would be a new school for us. Which does not rule it out entirely, but it does mean we'd want to start small. Perhaps a mirage that can cloak a single squad, rather than our entire army.


Enchanted lamellar - the lamellar has helped us to gain an edge in the past years, and due to their cheapness we have outfitted the entire army with it. Time to enchant the lamellars with winds of haste. People who wear such enchanted lamellar are faster in everything they do, as the wind enchanting eases your movement
This is actually worth considering, I think. Making our skirmishers faster and more agile could give them a leg up over the opposition.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on May 01, 2017, 05:49:22 am
Hmm. I don't get the impression that their cannons are that accurate.
To quote the battlepost...

Quote
Despite the increased range they still hit more accurately than before; after being targeted, it's only a matter of time before a stray shell spikes through a ballista and destroys it.
It's no lucky strike, but they're accurate enough to focus fire on our siege weapons from extreme range. While I fully agree that letting them have the range advantage isn't something we want to do in the long term, in the short term I feel there's more advantage to hitting them sideways instead of simply continuing on the race for better siege weapons.

What about the mountains? A mirage can't hide a castle. Are we content to lose the mountains again?
I'd prefer not to loose the mountains, but honestly I'm not sure if we won't lose them anyway even with the enchanted ballista. Cannons are better at knocking down walls, and if they can both shoot at each other, I suspect victory goes to the one better at knocking down walls. After all, it's not like the other side will care much if we set the outsides of their castles on fire...

The Mirage Cloak will also probably help us finish taking the seas, too. The longer they take to notice our ships coming to attack them, the easier time we have getting into range to set them on fire and if our Revision for long ranged ammo works... Well, between the ships that are hard to see and therefor target which also set the enemy on fire, and the ships that aren't hard to see and don't set the enemy on fire I know who's going to win that one.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 01, 2017, 05:50:33 am
They can't shoot our walls if their crews are dead and on fire though!
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on May 01, 2017, 05:51:54 am
Quote

Enchanted Ballista (3): Taricus, Kashyyk, Egan_BW
Mirage Cloak: haperry
Enchanted Lamellar (1): detoxicated

Since our lamellar is very cheap an enchantment would boost our army entirely, even our horses would benefit from it once we made that revision. I feel it would be a superiour boon just like lucky shot and the telewands

Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 01, 2017, 06:02:05 am
Hmm. We may be content to lose the mountains, actually. I mean, obviously we'd rather not, but in the long run I think we have a better chance in the jungle. Attacking the mountains was mostly about denying them resources and distracting their armies. We don't need to hold the mountains continuously to achieve those goals.

...I guess illusion magic has potential. It may be worth the cost to branch out. Alright, I'll vote for the Mirage Cloak. We have plenty of mirages in our native desert. We can study this natural magic (for it is surely magic), and replicate it to hide our forces, or make it seem like they are elsewhere. It won't be much use for our formations, which are too large to disguise, or our forts, but our artillery, skirmishers, and ships can use it well.

Quote
Enchanted Ballista (3): Taricus, Kashyyk, Egan_BW
Mirage Cloak: (2) Happerry, NUKE9.13
Enchanted Lamellar (1): detoxicated
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 01, 2017, 06:04:09 am
well, we do need to be able to hold the mountains now to keep them from getting more armies; we reinforce faster than they do.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 01, 2017, 06:13:03 am
well, we do need to be able to hold the mountains now to keep them from getting more armies; we reinforce faster than they do.
Yeah, but even if we lose a section this year, we won't be facing reinforcements until two years from now. And we could develop something new to attack the mountains with before that.

That reminds me, I have a stupid idea. It involves using an Order, which is always risky.

The idea is thus: We send a force of cavalry into the Taiga. Not to actually invade it, but to make a ruckus, and make it seem like we are invading. This will force the enemy to pull troops away from other theatres to protect their homelands- whilst we have not actually committed a serious force, and are thus at full strength in those theatres.
Illusion magic would be useful for this, as we could use it to make our forces seem more substantial than they actually are.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 01, 2017, 06:14:26 am
We don't need illusions to go on raids on undefended settlements, just the order.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on May 01, 2017, 06:18:17 am
Since our lamellar is very cheap an enchantment would boost our army entirely, even our horses would benefit from it once we made that revision. I feel it would be a superiour boon just like lucky shot and the telewands
My issue with this is that you are assuming that adding an Enchantment to our Lamellar won't raise the cost, and I can not bring myself to believe that is true. If nothing else, unless we manage to automate the enchantment, we'll be adding the necessity for wizards to show up and do the enchanting, and I don't believe we have enough skilled wizards to make products made by said wizards cheap.

...Also, on that note, can we do some sort of project to get more wizards sometime? Because if we could get more wizards, or specialty enchanters or whatever, enough to make enchanted gear cheap, that'd be pretty nice.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on May 01, 2017, 07:05:38 am
Good point. I believe you're onto something there. Imagine we invent said enchanted lamellar. At first it is only stuff for commanders and maybe special units. Then in the next run we invent the Enchantment workshop, which would specialize in soldier equipment, but could also be tasked to enchant our ballistas as well. I think we have many useful spells, like gust of wind, cyclone shield, and lucky strike that could be woven into our troops equipment. Imagine a longbow with lucky strike installed. Shields with cyclone shields, halberds with gust of wind function. Heck helmets of teletalk even...

I truley believe with what we have in terms of spell is low level enough to be translated into enchantings of equipment, yet powerful enough for normal troops to actually gain alot from it.
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on May 01, 2017, 07:11:52 am
Quote
Enchanted Ballista (3): Taricus, Kashyyk, Egan_BW, S34N1C
Mirage Cloak: (2) Happerry, NUKE9.13
Enchanted Lamellar (1): detoxicated
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on May 01, 2017, 07:14:58 am
We should sell our Zen Inception.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on May 01, 2017, 07:23:38 am
I'd prefer to sell the Cyclone Shield. We've already sold one kind of wind magic, so if this comes back to trouble us at least whatever trouble it is will only have one branch of our arts.
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on May 01, 2017, 07:40:38 am
I say we sell him storm strike as well
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 01, 2017, 07:45:09 am
Correction, we sell him clear skies. Nothing like messing around with the weather to impress buyers.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 01, 2017, 07:50:19 am
I believe he is still mostly interested in equipment? We sold him Gust of Wind because that was cast using a purpose-built wand. I don't think we can just sell him any old spell (evictedSaint, can confirm?)

We could sell him the Teletalk wands, though again, if he subsequently sells them to the Arstotzkans, we'd be in trouble.
On the other hand, he didn't sell them our Gust of Wind wands... or at least, we haven't seen any sign of that.

Hmm. Perhaps, if we have nothing better to do, we could use our revision to reverse-engineer the wand of heroism, then sell him the original? It might be useful to do so anyway- could be useful for skirmishers.



I dunno if anyone's watched Saga of Tanya the Evil, but you guys are doing your damnedest to turn this game into that.
Having now watched some of it, I can only say: isn't that an aspirational goal? We should definitely look into developing flying spells so that our mages can act as artillery spotters and air support.
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on May 01, 2017, 07:56:21 am
I Suggest we sell some of our fire pots to him (Wrapped more heavily in cloth then normal because we don't want them breaking open on the way back with him) because although they might not be magic, they ARE amazingly fiery.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 01, 2017, 08:59:02 am
Quote
I don't think we can just sell him any old spell (evictedSaint, can confirm?)

He is interested in spells he can demonstrate and then sell.  He has no formal training.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 01, 2017, 09:31:37 am
Well, clear skies would be a hit for getting the sun out where they want it.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 01, 2017, 11:31:30 am
After some consideration and discussion, it is possible I made Firestorm too powerful.  In future combat phases the splash radius will be around one meter and hits to the ammo supply may result in cook-off.  Sorry about that, guys.  It's still incredibly lethal, but it can no longer wipe squads in a single hit.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on May 01, 2017, 11:33:06 am
Right. Time to upgrade from chemical flame to alchemical flame.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 01, 2017, 11:35:48 am
After some consideration and discussion, it is possible I made Firestorm too powerful.  In future combat phases the splash radius will be around one meter and hits to the ammo supply may result in cook-off.  Sorry about that, guys.  It's still incredibly lethal, but it can no longer wipe squads in a single hit.
It could kill entire squads before? That is... exceedingly powerful. Considering their fireball can do the same only after gods know how many designs and revisions.
So, yeah, no complaints here.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 01, 2017, 11:42:30 am
To be fair, it's not my fault.  You guys have such colorful names and lovely descriptions of your equipment that I'm dazzled by it.  Arstotzka either doesn't name their equipment or lets a chicken with a keyboard name it. 

You know what they fucking named their upgraded fireballs?  "Powerful Streamlined Fireball."

No imagination, that lot u_u
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 01, 2017, 11:50:19 am
Well, we're using faith and they're using mathematics. It goes to show that we'd have imagination.

Also, a metre spread would occasionally wipe out squads, and with the amount of ballistae we have seeing entire formations burned isn't going to be uncommon. Hell the firestorm shot should be that powerful given the panic it induces in the enemy.

So the squads wiped out could be the remainder of the squad going "Fuck this I'm not burning!" :P
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 01, 2017, 11:52:22 am
Two meters is about six feet.  Hold out your arms and spin in a circle;  that's *about* the new area of effect.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 01, 2017, 12:02:36 pm
To be fair, it's not my fault.  You guys have such colorful names and lovely descriptions of your equipment that I'm dazzled by it.  Arstotzka either doesn't name their equipment or lets a chicken with a keyboard name it. 

You know what they fucking named their upgraded fireballs?  "Powerful Streamlined Fireball."

No imagination, that lot u_u
(Ah ha! I knew writing out proper descriptions would curry favour with the GM)
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 01, 2017, 12:46:08 pm
If we can do invisibility, or image displacement, we should again back-foot them, that's as good idea as any buff spell, really.  We could also drape such cloaks in front of our ballistae, for instance.  It would also be an undeniable advantage in skirmishing, both in offense and defense.  (It's damn hard to be prepared for the occasional invisible sentry.)

Besides, we may be able to do enchanted ballistae as a revision.  If we do do ballistae as a design, I'm for enchanted armor as a revision, as then we can try for invisibilty / lamellar barding next turn, and hit them with invisible cavalry charges.

Quote
Enchanted Ballista (4): Taricus, Kashyyk, Egan_BW, S34N1C
Mirage Cloak: (3) Happerry, NUKE9.13, Devastator
Enchanted Lamellar (1): detoxicated
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on May 01, 2017, 01:24:45 pm


Quote
Enchanted Ballista (4): Taricus, Kashyyk, Egan_BW, S34N1C Mardent23
Mirage Cloak: (3) Happerry, NUKE9.13, Devastator
Enchanted Lamellar (1): detoxicated
[/quote]
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 01, 2017, 01:30:40 pm
Quote
Enchanted Ballista (5): Taricus, Kashyyk, Egan_BW, S34N1C, Mardent23
Mirage Cloak: (3) Happerry, NUKE9.13, Devastator
Enchanted Lamellar (1): detoxicated
Fixed for book-keeping.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on May 01, 2017, 04:10:03 pm
Now that mirage cloak has been suggested, I was considering switching to it. Having experience in illusion magic will help us gain the advantage during the skirmish phase again,  and we remember how useful that is. However I also don't want to cause a tie, and enchanted Ballista are a very worthwhile design.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 01, 2017, 04:31:17 pm
Yeah, I don't have strong objections to Enchanted Ballistae.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 01, 2017, 04:32:12 pm
Design: Enchanted Ballista [3+1-1, 5+1-1, 2+1-1]

The enchanted ballista is rather ambituous; we've never enchanted something so big before, nor with so many spells at once.

The first enchantment attempted was a varient of Gust of Wind our Researcher Priests call "Boost of Wind".  Essentially the ballista sucks in a blast of air before firing that travels along with the payload, decreasing air resistance and allowing it to travel further.  This puts it into "Extreme Range" - the edge of being able to fire at targets in our line of sight.  Beyond this distance we will likely need spotters to accurately hit our targets.

The second enchantment attempted was Lucky Strike, but unfortunately we ran out of time developing this one. Lucky Strike can still be cast by a mage separately, thankfully.  Worryingly, however, accuracy has begun to drop off at Extreme Range even with Lucky Strike - our projectiles land within a couple meters of their intended target.  It's still impressively accurate, but we can no longer pin-point snipe enemies at such a distance. It's likely due to the variance in speed caused by the fickle winds; in some cases the oiled canvas on our Firestorm Shells will be blown out before launch, sending a much less harmful clay pot sailing towards the enemy.  Finally, the enchantments have a tendency to fade after a few days, requiring a mage to rebless the seige weapon periodically. 

A side note: we are close to the maximum possible range we can achieve with the ballista.  With some more tweaks we might be able to push the range another degree further afield, but the limitations of the weapons design will likely make further than that difficult.

Enchanting is relatively Expensive.

Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 01, 2017, 04:41:31 pm
Good!  That's good enough.  Expensive will do for most things.  That said, we seem to need related spells, so if we want buff items we'll need buff spells related to it.

I propose we do one of those with our revision this turn, say by taking one of the components of Superheroism as a seperate spell.  Or we could revise our boats to have deeper keels so they can take advantage of the wind to be faster.  It'll allow us to control range better.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 01, 2017, 04:43:35 pm
So, if I'm understanding it clearly we're going to have to fix our firestorm shells to be usable at extreme range?
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 01, 2017, 04:46:28 pm
So, if I'm understanding it clearly we're going to have to fix our firestorm shells to be usable at extreme range?

They occasionally go out before launching.  Reliability is lower at Extreme Range.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 01, 2017, 04:55:42 pm
Firestorm shell revision: An effort is made to ensure the the wick is not put out by the wind, and to reinforce the clay pot further to prevent the ballista from breaking the pot.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 01, 2017, 05:02:59 pm
Darnit I hate when things move too fast.
We should've developed catapults.
Bigger payload, longer range, tremendous fear factor (The entire remainder of my platoon died in ONE SHOT?).

Then a revision on ammo, if necessary, to make a bigger firestorm shell. Then we'd be set. Now what can we do with this revision to get back on the offensive?
Is there no way for us to bring down the costs of the new ballistae? We desperately need to keep them flooded with artillery. We can't outrange them, we NEED to take them out.


For magic....would the trader be content with our flame shells? I can't help but think that his countrymen would be greatly pleased with a small store of incredibly deadly projectiles. If not, well, best we can probably do is the teletalk wands. A nation with no magical enemies, a trader who can't see the magic, won't really understand what to do with antimagic. Demonstrate to him the ability of a man to communicate through relay to the far side of an army, and then sell him enough wands to make it happen. Then, we use that credit ASAP to make our enchanted ballistae more powerful.


Now then: Perhaps we can revise FIRESTORM to carry enchantment? If we could get the ammunition to carry either a Lucky Strike or wind-based shatter, we'll be set to kill a lot of stuff this year.

I'm going to leave a few ideas, along with my personal favorite down below.
Quote
Lucky Strike on Firestorm Shells: (0)
Explosion of the Winds on Firestorm Shells: (1) Madman198237
Enchanted Ballistae---rename to Storm of Allah (Maybe?), revise for additionally powerful enchantments to accuracy: (0)
Firestorm shell revision: (1) Taricus
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 01, 2017, 05:07:01 pm
The costs of the ballistae haven't actually gone up, both the enchantment and the ballista itself are expensive, meaning we can enchant every ballista we have.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 01, 2017, 05:10:19 pm
Yeah, but we're starting to lose them to arty fire. If we can turn the fields to flame, we can win. They were never able to do what we can now do with the ballistae. They depend on fewer, better troops. We can burn them all. THEN, we can burn their fortresses, and break into any fortified town they don't surrender.

Oh, and we need to push the North Sea. We don't seem to be doing anything there, as far as I recall, and it could be a chance for us to win the war at sea---if they're dedicating all their North Sea boats to the West, we can take North and then have twice their fleet in the West. Not to mention, if we start running pinprick cavalry raids, we'll be tiring out soldiers they could use as replacements for front-line troops. Or even forcing them to defend a larger front.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 01, 2017, 05:17:41 pm
There's a better idea.

We can make permanent enchantments.  We started it out by enchanting a rock.

If we invent a spell to make things extra hard and tough, we can equip our entire army with the equivalent of adamantium.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 01, 2017, 05:18:24 pm
It'd suggest waiting until we can make our ships cheaper via expense credit before pushing there. The Arstotzkan navy will be burned to cinders with our more effective and more numerous ships.

Now, the ballistae are able to outrange the enemy. And there's no point in developing catapults, especially since they would not be able to hit things as precisely as our ballistae. No point in enchanting the firestorm shells if they're still going to break (If anything, that'd make the breakages worse).

@Devestator: Permanent enchantments would be great. It'd be a design though so we'll save that for next turn?
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 01, 2017, 05:19:23 pm
Yeah.  But we -have- permanent enchantments.  That's what our Enchanting is.

If I remember right, the plains sea can't allow for attacks into the north or south sea.  Or vice-versa.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 01, 2017, 05:21:18 pm
Well if we're going to do it to our armour we're going to need a new spell to make it stronger. Same goes for weapons.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 01, 2017, 05:23:51 pm
I'm saying, let's at least give this firestorm revision a shot. It'd likely be our best bet for amplifying damage. If we outrange them, that's cool, but we're not quite accurate enough to guarantee a hit and kill on, say, a catapult if we hit it, whereas a ship is a large enough target than even at extreme range we'll be able to hit. And that's all you have to do with Alnnar Almuqaddasa. One hit, and the ship is all but doomed. They can't extinguish the flames, whether they are spread across one meter or three. And catapults will be naturally longer-ranged, and so will have higher accuracies at long range. And the payload is the real kicker. You start dropping a larger version of Firestorm on their heads, and it's going to get ugly fast. I'm going to keep recommending the revision. Worst case, it tends to explode on the ballistae and we don't enchant more until we fix the problem. But we'll have learned a little more about enchanting already-existing objects.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 01, 2017, 05:24:24 pm
Well if we're going to do it to our armour we're going to need a new spell to make it stronger. Same goes for weapons.

Yeah.  But I don't think we'd need a different spell for each.  Just a spell to make steel harder and tougher, and then a revision to make it into an enchantment.  Since we're enchanting steel, we shouldn't need revisions for every steel item, as steel in an arrowhead isn't that much different than steel in a halberd.

It might be two design phases for that, though.  One to make the spell, the second to formalize the 'material' for use.  Also because we don't have any spell that does that currently, so we can't really guarantee it.

I'm not against a firestorm revision, just want to make sure we do it.  I also really want that expense credit, as we might need it for the above plan.  I'm guessing our 'make storms' wand should work as a sales item, as no more droughts is definately worth a lot of money.  Same with teletalk.  Either of those two.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 01, 2017, 05:27:05 pm
Well we might be able to get it in one given our previous experience.

@Madman: Your username is appropriate, I'd rather not lose both ballistas AND crews to a more unstable firestorm shell. Those things still break on the ballista and upping their firepower is not an option while that is still a risk. Catapultsw will NOT be longer ranged however, and trebushets are complex and immobile.

And Range does not equal accuracy. Just because an object can be shot far doesn't mean it'll be on target.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 01, 2017, 05:32:44 pm
Oh, and for full information, there's a lot of difference between the steel in an arrowhead and the steel in something else.  But since most of our metal-related attempts have been kinda crap, I'm thinking our blacksmiths haven't figured them out, and hence there's just 'steel.'
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 01, 2017, 05:33:41 pm
Maybe, but I doubt the magic cares about the quality of the steel for the enchantment.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 01, 2017, 05:37:14 pm
Glad to be earning my name.

A staff of Tubikh Rrahim ought to be able to prevent the new magic from amplifying disaster. Heck, it might even increase stability with a good roll. And we can always refrain from continuing to enchant things if it goes south.

A catapult ought to range out naturally to farther ranges. It's possible that our magic is the reason the ballistae can't hit at long range. But a catapult could then be enchanted more while still requiring the same number of enchantments, since it has no need of a range boost.

Also, the big pull of a catapult is the trigger cord is that it's payload is simply bigger. Bigger is better, when speaking of explosives.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 01, 2017, 05:37:57 pm
I do want to get off the Red Queen's Race thing at some point, though.

Maybe, but I doubt the magic cares about the quality of the steel for the enchantment.

It might, for all I know.  Spring steel is very different than tool steel, for the record.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 01, 2017, 05:41:32 pm
Red Queen's Race?

And using anti-magic to prevent explosions is a BIT of a waste, given that it'd nullify the enchantments and spells cast on the ballistae as well, so it's not that practical. At long range our ballistae can hit perfectly with magic, rather than the other way around, and they're still impressively close to the target at extreme range. Only needs one shot to take out a cannon and we have more ballistae than they do of cannons.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 01, 2017, 05:43:38 pm
Red Queen's Race?

Where the faster you move, the more you stay in the same place.  (I'm not objecting too hard, though, because we're in a good place right now.)

My actual vote is for safety of those Firestorm shells, then reliability.  If they never blow up, it's okay if a few don't ignite.  They'll still break open and spill out the fluid for the next shot to ignite.
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on May 01, 2017, 05:54:11 pm
 Have we reached a decision about the trader yet?
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 01, 2017, 05:55:52 pm
And if they don't ignite but hit one of their fireballing mages, we've got a self-immolating Arstotzkan :D

...Maybe even mass immolation :P
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 01, 2017, 05:57:59 pm
But you can let friendly magic still have an effect. So, with care, a ballista could be allowed to fire with magic, but the projectiles not go off magically regardless of what happens, at least not until they make it clear of the field of nullification.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 01, 2017, 05:58:33 pm
I'm in favor of offering him the storm-makers and the Teletalk Wands, and letting him choose.  That expense chit could be really handy.

Quote
Choice of Storm Strike and Teletalk Wands: (1) Devastator
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 01, 2017, 05:59:44 pm
Quote
Choice of Storm Strike and Teletalk Wands: (1) Devastator
Same, we get that expense credit we're gonna be smoothly sailing an armada into Arstotzkan waters!
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 01, 2017, 06:00:53 pm
Does Storm Strike have a wand? I didn't think it did.

But definitely lots of teletalk wands. We should have produced so many by now our storerooms ought to be overflowing.

Oh, and we should send the armada to the North Sea this turn. Open a new front, keep their weaponry divided. Keep them off-balance.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 01, 2017, 06:02:41 pm
Same with raiding the northern tundra?
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 01, 2017, 06:07:37 pm
What do you mean?
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on May 01, 2017, 06:12:24 pm
Quote
Lucky Strike on Firestorm Shells: (0)
Explosion of the Winds on Firestorm Shells: (1) Madman198237
Enchanted Ballistae---rename to Storm of Allah (Maybe?), revise for additionally powerful enchantments to accuracy: (0)
Firestorm shell revision: (1) Taricus
Horse Lamellar: (1) Detoxicated
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 01, 2017, 06:15:11 pm
Quote
Lucky Strike on Firestorm Shells: (0)
Explosion of the Winds on Firestorm Shells: (1) Madman198237
Enchanted Ballistae---rename to Storm of Allah (Maybe?), revise for additionally powerful enchantments to accuracy: (0)
Firestorm shell reliability revision: (2) Taricus, Devastator
Horse Lamellar: (1) Detoxicated

Oh, and we should send the armada to the North Sea this turn. Open a new front, keep their weaponry divided. Keep them off-balance.

I don't believe that's allowed from the side bordering the plains.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 01, 2017, 06:17:28 pm
Opening a new front and drawing off troops from the semi-jungle.

Also, got a few ideas for the next turn:
Revision: Horsedrawn Ballistae: While our ballistae have shown themselves to be highly effective on the battlefield, their mobility is limited even with the wheels. With a frame capable of allowing a horse or two to pull it, we can markedly increase the speed with which it can redeploy. If possible we aim to ensure it can fire while mobile as well, giving the arstotzkans a whole lot of grief when they can't catch our ballistae with their ranged fire.

Design: Flamethrower: Using our skill at manipulating airflow and our holy fire, this portable infantry weapon spews redemption at the enemy, immolating any fortunate arstotzkan soul to wander into it's reach.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 01, 2017, 06:17:56 pm
I require more than one vote before opening or closing a theatre.

Quote
0 -Begin assaults on the Northern Tangia
1 -Begin assaults on the Northern Sea: Madman
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 01, 2017, 06:18:32 pm
I want Adamantium, personally.

Anyway, too soon, lets wait for the combat phase.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 01, 2017, 06:20:44 pm
So, are we going to try for the North Sea? We can make it from the East Sea (Duh, it's the sea and we're on an island). The surprise alone might have an effect.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 01, 2017, 06:21:43 pm
Eh, raiding the Taiga maybe.  I don't think we have much to gain by being partly in the next sea over, except warning for an attack into the East Sea.  If we gain any more ground and/or hold in the Mountains, I'm in favor of attacking the Taiga next turn.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 01, 2017, 06:27:05 pm
I'm talking ONLY about attacking the North Sea. We attack, take the initiative. We've controlled the East Sea for a while. Let's push them. We gain nothing by staying put. Unless, of course, the reinforcements previously sent to the East Sea theater have been ending up in the West Sea.

If we could manage total naval control, however, we could use our artillery and eventually capture almost any port city or town......or destroy them, if the war comes to that. But we'll never do that unless we take the initiative, now, and attack.

The West Sea is still contented. So, let's split their naval forces. See if they've drawn off defenders to help the West. That will allow us to raid in the far north.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 01, 2017, 06:28:36 pm
We wait until we've gained the coastline, then we push into the northern sea.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 01, 2017, 06:29:31 pm
We have the Eastern coastline, last I checked. We've controlled it for many turns.

Now we should push them, before they push us. We don't want to go on the defensive, we want to be on the offensive. That way, we have somewhere to fall back to.

We fought a two-front sea war before, let's see if we can win it again. I think we can.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 01, 2017, 06:31:44 pm
It's the western coastline I want to ensure is secured. We get that and cheaper ships and it's over for them on the sea.
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on May 01, 2017, 06:32:36 pm
@evictedSaint, I see that you failed to address our goal of having the enchanted ballista fire downwards. Could you address that please? <3
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 01, 2017, 06:33:30 pm
We've got an entire fleet twiddling its thumbs out east. Have it do SOMETHING. We lose all that firepower by letting it sit. We've got the capability now to sink their ships in droves.

We can't devote the Eastern Fleet to helping the West. It's too far, we'd never get reinforcements back around if they decide to try to retake the East. So we use it to keep them on the back foot everywhere. We HAVE to change the game. Being fixated will kill us.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on May 01, 2017, 06:36:10 pm
I like the encchant steel idea... if we enchant steel to move faster with a internal wind spell we could have super soldiers with super fast steel.

Quote
0 -Begin assaults on the Northern Tangia
2 -Begin assaults on the Northern Sea: Madman, Detoxicated
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 01, 2017, 06:38:02 pm
Just remember, we don't actually have all that much steel in any of our equipment, save weapons. So, weapons that swing extra-fast would be nice, but, realistically, based on eS's GMing, the infantry war is all but over. We'd want to dedicate more designs and revisions to artillery, and how to nullify their artillery.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on May 01, 2017, 06:43:24 pm
We are facing a similar problem like a few tics back, we are focusing alot on the ballista, turned out fine so far, but we should also remember to broaden our skills. I feel that if we create a wind of haste or a wind of facade spell we could create small assault squads that take out their cannons, by enchanting the equipment.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 01, 2017, 06:49:01 pm
I don't know, they're hitting us with cannons, not machine guns.  I'm betting enchanted armor will make it so there's no more than one kill per cannonball, and if they're shooting at our artillery in arty duels, they can't shoot at infantry with those same ones.  Plus if we have enchanted armor, I'm pretty sure they have zero AP weapons, so we'll get all the way through.

Not only that, they might go to shrapnel or explosive rounds, in which case enchanted armor may stop them all.

There's also nothing exclusive about it.  We can add other things to that after the fact.  And we could make enchanted cavalry armor as well, because we're not making a design and enchanting it, we'd be making what's essentially adamantium.  And I'm damn sure cavalry with immune-to-arrows and swords armor, as well as adamantine spears, could charge their arty and break their ensuing line, routing the lot of them.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 01, 2017, 06:52:02 pm
It would be interesting if we enchanted, say, the boots of our skirmishers. Oh, and perhaps, eventually, the shoes of our horses. Winds of haste, for certain, speed is everything, but stealth might also be good.

Are we still managing to pop the minds of their guards? If so, great.

Next turn, we design hand grenade version of our firebombs, and everything will be great on the skirmish front. We'll be able to use our windy boots of haste and stealth to sneak into their camps, after disabling a few sentries through zen inception, of course, and sabotage their artillery. That should be a priority. If we can use stealth to reach their camps....

How about this instead of everything else we're considering for a revision:
Revise Storm Strike to be useful, even in the middle of the Ar's artificial winter. It'd give us back a badly needed weapon, superior even to our artillery. Especially since there isn't much, as far as I know, stopping us from unleashing a nighttime nightmare storm on their camps.
Quote
Firestorm shell reliability revision: (2) Taricus, Devastator
Horse Lamellar: (1) Detoxicated
Revise Hammer of Allah to work in the cold: (1) Madman198237
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 01, 2017, 06:52:47 pm
Are we still managing to pop the minds of their guards? If so, great.

They've been protected from that for a long time, IIRC.  They have effective magical detectors.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 01, 2017, 06:54:03 pm
I couldn't remember if it functioned with their sentries. We might want to try and subvert that. If we could win skirmishes and stuff again, we'd likely gain a badly needed advantage.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 01, 2017, 06:55:11 pm
I'm pretty sure that having raiders immune to all enemy weapons (via antimagic and adamantine armor) save their cannons would be damn useful in skirmishes..  There's also the possibility of adamantine arrowheads, too.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 01, 2017, 06:57:48 pm
Would be very interesting indeed. So, are we going to try and design this "adamantine" material? And then, what? It'd likely become expensive, so we have to be prepared to deal with that. And I'd really like to earmark the expense chit for ballistae if possible. We don't need them all to be enchanted, but we need more ballistae for infantry work. They only have to be enchanted for anti-artillery stuff.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 01, 2017, 07:05:04 pm
We'd be designing a spell to make metal harder and tougher.  Then we'd be designing it again as a permanent enchantment, producing 'adamantium'.  Or using a revision if we roll well.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 01, 2017, 07:07:23 pm
Perhaps not specific to metal, if it can be helped. Being able to make more components of our elite lamellar armor more durable like that would be quite awesome. Perhaps a better approach is to start by giving it magical invulnerability to a certain number of hits/amount of force applied. That way, we don't try to work up to "completely awesome" immediately. And, plus, if we can keep the costs down, spread it among the infantry, our guys might just be able to survive long enough to deal some serious damage.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 01, 2017, 07:11:54 pm
I want it for metal because over-hard bows or strings or sinews may prevent our troops from moving, or those weapons from functioning.  But if the rigid parts are stronger, there's less odds for new design issues to erupt, and much less of a drawback.  And we are getting an expense chit, so trying for something that might be a little more expensive should be acceptable.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 01, 2017, 07:35:11 pm
No no no, I mean just enchant armor. I don't want unbreakable bowstrings, because our bowstrings aren't killing us right now. If we could stop one cannonball per person (Cause the soldier dies when he's hit) we would likely defeat their arty. They're probably slow-firing, and the armor makes their archers nonviable....Definitely go for that.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 01, 2017, 07:43:47 pm
Yeah, that's mostly my thinking.  Enchanting an item seems to require a related spell, though, so we'll need to make a spell that acts like enchant armor, hence one that makes items hard and tough.  The second design/revision would be for making it a permanent thing so we could use it for everything.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 01, 2017, 07:48:08 pm
It does not require it....but it is helped by having the knowledge. In this case, we ought to go straight to enchanting armor and skip trying to produce things from nothing or whatever.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 01, 2017, 08:03:09 pm
That's what the first design action would be for.  A spell that enchants armor to be stronger.
Title: Re: Wands Race - [Moskurg]
Post by: Sosoku234 on May 01, 2017, 08:24:09 pm
I want to propose as a later development is trebuchets. Not for the artillery aspect, but for using the firestorm shells in a larger area than the balistae.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 01, 2017, 08:25:29 pm
Catapults, not trebuchets. Catapults are torsion artillery, just like ballistae. It'll give us bonuses to development, we hope.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on May 01, 2017, 08:33:57 pm
I think the enchant for our armor is more important, as it will open us up for enchantment magic.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 01, 2017, 08:36:05 pm
It probably is, but more developments in artillery will eventually be necessary in the mountains. We need the range, and the destructive capability.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on May 01, 2017, 08:39:31 pm
I guess in the design phase we could do the lamellar enchantment, and in the revision phase we either fix the lamellar or fix the ballista...
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 01, 2017, 08:47:36 pm
Yeah.

But for now, everybody should get their votes in on the present revision phase.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on May 01, 2017, 09:44:39 pm
Quote
Firestorm shell reliability revision: (3) Taricus, Devastator, Happerry
Horse Lamellar: (1) Detoxicated
Revise Hammer of Allah to work in the cold: (1) Madman198237

Instead of trying to get Hammer of Allah to work in a snowstorm, I'd prefer to just make a Hailstorm Spell. Last time I suggested it I called it the Tears of the Heavens, but whatever the name a constant stream of golf ball to apple sized hailstones should be just as painful as a cascade of lightning.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 01, 2017, 10:06:02 pm
Hmm :/
@evictedSaint, did our design only manage to add a single feature? I had hoped we would've managed to get some improved articulation as well.

I support launching raids on both the Northern Sea and the Taiga. Not full-scale invasions, especially in the case of the Taiga, but enough to distract them. This may require an order.

Quote
0 -Begin assaults on the Northern Taiga
  1 -Begin Raids on the Northern Taiga: NUKE9.13
2 -Begin assaults on the Northern Sea: Madman, Detoxicated, NUKE9.13

Anyway. I think our Firestorm Shells are fine, the way I read the description of our design. A couple not going off is not a problem, so long as the majority work. I mean, we were already having 1/10 break, and that didn't cause our effectiveness to drop much. And once they get out of Extreme Range, we can simply stop using the enchantment, and go back to our previous level of reliability.

I'd really like to revise something to help our skirmishers, now that our artillery range problem is solved. Applying Boost of Wind to our skirmisher's armour could be helpful- and winning a few more skirmishes would really help our odds in the main battle.

Quote
Firestorm shell reliability revision: (3) Taricus, Devastator, Happerry
Horse Lamellar: (1) Detoxicated
Revise Hammer of Allah to work in the cold: (1) Madman198237
Boost of Wind Enchantment for Skirmishers: (1) NUKE9.13

Also, Madman: I don't think lowering the cost of our ballistae to Cheap will actually help much. One ballista per person is impractical; one per squad is about as many as we need.

Speaking of Expense Credits, I support showing him a wide range of wind spells, to see if he thinks any of them can be sold, and if not, selling him the Teletalk rods instead.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 01, 2017, 10:15:30 pm
Revision: Firestorm Shell Reliability  [6]

The Firestorm Shell doesn't play nicely with the Boost of Wind and the oiled canvas will occasionally go out during firing.  These misfirings result in a (relatively) harmless clay pot shattering and coating the nearby individuals with Alannar where it lands.  In order to ensure they won't go out, we have replaced the oiled canvas with a coil of fuse-paper.  To prevent it from burning off while flying through the air, the fuse-paper is (carefully) baked into the pot.  This fuse-paper has a very small amount of Alannar rubbed on it and will not go out once lit.  The Firestorm shells remain at full lethality even at extreme ranges.

Surprisingly, we don't need much fuse-paper to ensure the shell will cook off once lit.  In fact, because the pot doesn't need to be literally wrapped with flaming oil canvas any more, it can be carried in-hand while armed.  Smaller pots at about a quarter the size of a Firestorm shell are fashioned into primitive hand grenades.  They are mostly useful for dropping on attackers or throwing into enemy lines, but are rather cumbersome to use as they must be lit with flint, torch, or splint before use and the pots are...well, just clay pots filled with an incredibly lethal fluid.  We're not sure what to do with these new Firestorm grenades as they aren't a particularly reliable means of inflicting casualties in this day and age of long-range heavy artillery.  Expensive.

Please compile your decision for the trader for this year.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 01, 2017, 10:18:31 pm
Quote
@evictedSaint, did our design only manage to add a single feature?

You have enchantments that extend your reach another degree in range.  Your design was rather ambitious, so you spent most of your time getting the Boost and Lucky Strike to work with only the Boost being successful.  Designs are good for doing many minor tweaks or a few big ones; you have enchanted your first mundane piece of equipment that's not a rock, so your experience in that field has gone up.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 01, 2017, 10:23:52 pm
Well, far be it from us to suggest strategy to our theatre commanders... wait, no, we do that all the time.

Firestorm Grenades can be used by skirmishers. Our Horse Archers, whose bows are all but useless at the moment, can instead carry a bandoleer of grenades and a lit splint. As they ride through the enemy camp at lightning speed, they can throw lit grenades at enemy supplies, tents, and whatnot. They may be less effective anti-personnel weapons, but destroying the enemy's supplies and cover will make even the Arstotzkans- who are used to living in squalor and poverty- suffer.

I support launching raids on both the Northern Sea and the Taiga. Not full-scale invasions, especially in the case of the Taiga, but enough to distract them. This may require an order.

Quote
0 -Begin assaults on the Northern Taiga
  1 -Begin Raids on the Northern Taiga: NUKE9.13
2 -Begin assaults on the Northern Sea: Madman, Detoxicated, NUKE9.13

Also, Madman: I don't think lowering the cost of our ballistae to Cheap will actually help much. One ballista per person is impractical; one per squad is about as many as we need.

Speaking of Expense Credits, I support showing him a wide range of wind spells, to see if he thinks any of them can be sold, and if not, selling him the Teletalk rods instead.
Quote
@evictedSaint, did our design only manage to add a single feature?

You have enchantments that extend your reach another degree in range.  Your design was rather ambitious, so you spent most of your time getting the Boost and Lucky Strike to work with only the Boost being successful.  Designs are good for doing many minor tweaks or a few big ones; you have enchanted your first mundane piece of equipment that's not a rock, so your experience in that field has gone up.
Fair enough. I hadn't realised how ambitious enchanting the ballista would be.
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on May 01, 2017, 10:26:28 pm
Are we all in agreement about the trader?
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on May 01, 2017, 10:27:17 pm
@evictedSaint, I see that you failed to address our goal of having the enchanted ballista fire downwards. Could you address that please? <3
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 01, 2017, 10:34:02 pm
We didn't roll super-great on it, and we did the main roll, longer range.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 01, 2017, 10:35:31 pm
Quote
Choice of Storm Strike and Teletalk Wands: (2) Devastator, Taricus
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 01, 2017, 10:40:38 pm
@evictedSaint, I see that you failed to address our goal of having the enchanted ballista fire downwards. Could you address that please? <3
He has:
Quote
@evictedSaint, did our design only manage to add a single feature?

You have enchantments that extend your reach another degree in range.  Your design was rather ambitious, so you spent most of your time getting the Boost and Lucky Strike to work with only the Boost being successful.  Designs are good for doing many minor tweaks or a few big ones; you have enchanted your first mundane piece of equipment that's not a rock, so your experience in that field has gone up.

Are we all in agreement about the trader?
If you mean trying to sell him some other wind spells, then selling him the Teletalk Rods if that fails, then yes.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 01, 2017, 10:51:00 pm
@evictedSaint, I see that you failed to address our goal of having the enchanted ballista fire downwards. Could you address that please? <3

The design for allowing further depression would require an overhaul of the ballista design.  The ammunition simply sits in the wooden guides, and tilting below 0 degrees results in it sliding forward and out of the bow. 
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 01, 2017, 11:16:37 pm
As for the grenades, there's always in the mountains.  Sit on reverse slopes, use detect thoughts to get when the enemy is approaching to take posession, pitch grenades over the top or downhill.
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on May 01, 2017, 11:28:42 pm
Ok. Thanks.


How about something like this:
Spoiler: Picture of a ballista (click to show/hide)
What if we installed a wooden block that held back the projectile, and when it was time to fire, it could just be removed? My description is overly simplistic, but I'm sure you guys are clever enough to get what I mean. It could probably be linked to the crank so it does it automatically
EDIT: I thought the picture would be useful in describing my idea. I was incorrect
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on May 02, 2017, 01:59:12 am
Hoe about we sell detect thoughts to the trader? That should be very useful both as a novelty, as an interrogation tool and for spies.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 02, 2017, 03:31:32 am
Hoe about we sell detect thoughts to the trader? That should be very useful both as a novelty, as an interrogation tool and for spies.
Not to mention how useful it would be to Tuan-lin himself. Using Detect Thoughts to know exactly how much someone is willing to pay, or know when someone is trying to sell him shoddy goods... if I were him, I'd spend an entire expense credit on Detect Thoughts for my own personal use, and forget about selling it.
...of course, he could also use it on us, and realise we would be willing to sell him more than just Detect Thoughts to get that expense credit. Or how worried we are he might try to sell this stuff to Arstotzka, who would no doubt go into debt to get their hands on our tech.

Ah, we could sell him anything, so long as he is able to cast it, and teach it to others. Why can't we just throw open the warehouse doors and let the man try out literally every spell we have? I'd sell him 3 for the price of 1 to get that expense credit.

If that isn't an option, Teletalk Rods are the thing we should focus on selling him. Those anyone with a shred of magical ability can use, and their usefulness is easy to understand.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 02, 2017, 03:56:17 am
Quote
0 -Begin assaults on the Northern Taiga
  2 -Begin Raids on the Northern Taiga: NUKE9.13, Taricus
4 -Begin assaults on the Northern Sea: Madman, Detoxicated, NUKE9.13, Taricus
If we spend that expense credit on our ships we will utterly annihilate the Arstotzkan navy and give them a front they have to focus on

Also, as an Order I'd like our new horse grenadiers to be utilised in night raids against Arstotzkan encampments. A whole lot of those things going off at night on their tents and whatnot will have an astounding effect on them!
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on May 02, 2017, 04:12:54 am
Quote
0 -Begin assaults on the Northern Taiga
  3 -Begin Raids on the Northern Taiga: NUKE9.13, Taricus, Happerry
5 -Begin assaults on the Northern Sea: Madman, Detoxicated, NUKE9.13, Taricus, Happerry
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 02, 2017, 06:26:38 am
Quote
0 -Begin assaults on the Northern Taiga
  3 -Begin Raids on the Northern Taiga: NUKE9.13, Taricus, Happerry
5 -Begin assaults on the Northern Sea: Madman, Detoxicated, NUKE9.13, Taricus, Happerry

Orders:
Night Raids with horse grenadiers (1): Taricus
Night raids on fort/castle gates with foot grenadiers (1): Taricus
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 02, 2017, 06:39:37 am
Orders:
Night Raids with horse grenadiers (1): Taricus
Night raids on fort/castle gates with foot grenadiers (1): Taricus
Do we need orders for that? Isn't it just common sense that they will use the grenades where appropriate? And if it does require an order, is it worth the risk?

If this doesn't require an order, I'm all for it. Equipping our skirmishers with grenades is something I suggested earlier. At least, the bit about horse grenadiers raiding their camps. The night raids on forts seem riskier, potentially a waste of troops.
If it does require an order, that means there's (roughly) a 1/3 chance of it backfiring. Our skirmishers setting themselves on fire would be bad. Not worth the risk, in my opinion.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 02, 2017, 06:44:25 am
Honestly, self-immolating skirmishers wouldn't be too bad. Compared to the Arstotzkans getting the stuff anyway. The night raids on the fort are more to just burn down the gate and then basically running amok before buggering off. Given the relative quietness of our lamellar we could likely do it in armour too.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 02, 2017, 06:54:06 am
At present, our skirmishers are of roughly equal strength. If we start setting ours on fire, they will get the upper hand in the skirmishing game. Which in turn could turn the tide of the main battle. The low chance of gaining some skirmishing strength compared to the higher chance of losing some skirmishing strength- that's a bet that the house (Arstotzka, in this case) will win.
Again, that is only if it would require an order. As a mere suggestion, I am all in favour.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 02, 2017, 07:43:34 am
Firestorm grenades are a byproduct of your revision and a new weapon your men aren't sure how to use.  At the moment they'll just be used to defend castles in the mountains and thrown by a few of the braver men in the jungle.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 02, 2017, 07:55:51 am
So effectively we need to orders to get them to use them offensively?
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 02, 2017, 08:03:37 am
That, or design them as such or to be more reliable.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 02, 2017, 08:10:45 am
I dunno, they're basically going to go off without a hitch now. And I'm pretty sure they aren't going to explode in our soldier's grips :P
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on May 02, 2017, 08:17:12 am
Er why Don't we put the 'nades to use and Sell'em to the trader WITH the other stuff we are selling him? They might not be magic, but how many people have Medieval Napalm gernades? They could DEFINITELY be awesome enough for him to buy a few crates of 'em.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 02, 2017, 08:33:23 am
Er why Don't we put the 'nades to use and Sell'em to the trader WITH the other stuff we are selling him? They might not be magic, but how many people have Medieval Napalm gernades? They could DEFINITELY be awesome enough for him to buy a few crates of 'em.
He's here for magic. We can show him the Firestorm Shells, but I doubt he'll be all that interested, impressive as they are.
I mean, in his home country they probably already have gunpowder.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on May 02, 2017, 08:43:29 am
Quote
giving cyclone shield to the merchant (1): Detoxicated
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on May 02, 2017, 09:27:05 am
I feel we should think of ways to counter the Arstotzkan winters. We get penalties wherever that cold tower is, as well as the mountains and the taiga. Whilst turning everything warm enough to use the Hammer of Allah would be nice,  I think it would be more sensible to develop lightning snow storms and cold weather gear. 

Edit for vote:

Quote
sell cyclone shield [1]  detoxicated
sell detect thoughts [1] kashyyk
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 02, 2017, 09:39:03 am
The cold tower is in the mountains and seems to be able to focus it's effects on a region. Take the mountains and we take that tower. Nothing like a bit of global warming to heat up the Taiga >:D
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on May 02, 2017, 10:00:07 am
So far i have gathered these equipment ideas from all of us:
- Cold Weather equipment
- Boots of haste
- Camouflage Cloaks
- Hardened Armour
- Gust of Wind shields

If we found a way to generalize equipment enchanting it would boon us greatly if we actually invent all these things.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 02, 2017, 10:01:52 am
If we found a way to generalize equipment enchanting it would boon us greatly if we actually invent all these things.

We have.  I mostly want to do adamantium so we don't need to design each enchanted metal item seperately.  As for warmth, inventing magic liquor comes to mind as a good way to do that.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 02, 2017, 10:05:35 am
Adamantium would need the mountains, whereas just strengthening the objects in question will be useful for our weapons & armour without it.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 02, 2017, 10:07:45 am
Adamantium would need the mountains
It would be required to get a +1 bonus to designing all metal items.  Since we don't have that, I want to keep the number of necessary metal-designs to a minimum.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 02, 2017, 10:13:56 am
Well, we don't need to rely on the mountains bonus for anything but the really ambitious ones, especially if we can justify the plains bonus for the design anyway.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 02, 2017, 10:22:00 am
Still, though, I don't want to have to make seperate enchantments for every object we make in the future.  That's why I want to go for magic metal.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 02, 2017, 10:23:07 am
Doesn't have to be, just a general enchantment for our armour and a general one for our weapons and we're practically solid.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 02, 2017, 10:25:33 am
Doesn't have to be, just a general enchantment for our armour and a general one for our weapons and we're practically solid.

Still seems like one too many.  And stacking enchantments might prove harder than making super metal and then designing an active spell to layer on top of it.  We might go in for metal ships, say, or steel golems or something in the future.  Enchant Armor might not apply to those, but a supermetal would.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 02, 2017, 10:28:28 am
Maybe, but armour does work differently from weapons so getting the proper enchantment for that is going to take a little more.

And getting those will magnify the effectiveness of adamantine/adamantium markedly.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 02, 2017, 10:31:27 am
Maybe, but armour does work differently from weapons so getting the proper enchantment for that is going to take a little more.

And getting those will magnify the effectiveness of adamantine/adamantium markedly.

I think one will help with experience, but at this moment a second one for weapons would be unnecessary, so we should try for the supermetal after doing one.

Plus, remember, if we botch the first roll, we won't need to get it fixed for the second design, just good enough for experience.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 02, 2017, 10:33:26 am
Again, supermetal doesn't seem that worthwhile until we get the mountains, and again enchanting said supermetal weapon/armour will make it that much more effective.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 02, 2017, 10:34:09 am
Again, supermetal doesn't seem that worthwhile until we get the mountains..

Why, exactly?
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 02, 2017, 10:42:02 am
Quote
sell cyclone shield: [1]  detoxicated
sell detect thoughts: [1] kashyyk
sell any spell (up to three of them) that he is willing and able to buy: [1] NUKE9.13
sell Teletalk Rods if he won't buy anything else: [1] NUKE9.13
We may as well formalise what we're offering the merchant. I think most people can agree that if he won't buy anything else, we can always sell him the Teletalk rods. Right?
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on May 02, 2017, 10:43:32 am
Having a base magic material sounds pretty neat, ill support that when it comes up.

Quote
sell cyclone shield: [1]  detoxicated
sell detect thoughts: [1] kashyyk
sell any spell (up to three of them) that he is willing and able to buy: [2] NUKE9.13, Detoxicated
sell Teletalk Rods if he won't buy anything else: [2] NUKE9.13, Detoxicated
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 02, 2017, 10:49:55 am
So we can cast as many votes as we want now?  I thought we were going for offering Storm Strike or Teletalk Wands.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 02, 2017, 10:52:10 am
Quote
sell cyclone shield: [1]  detoxicated
sell detect thoughts: [1] kashyyk
sell any spell (up to three of them) that he is willing and able to buy: [3] NUKE9.13, Detoxicated, Taricus
sell Teletalk Rods if he won't buy anything else: [3] NUKE9.13, Detoxicated, Taricus
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 02, 2017, 10:55:56 am
Quote
sell cyclone shield: [1]  detoxicated
sell detect thoughts: [1] kashyyk
sell any spell (up to three of them) that he is willing and able to buy: [4] NUKE9.13, Detoxicated, Taricus, Devastator
sell Teletalk Rods if he won't buy anything else: [3] NUKE9.13, Detoxicated, Taricus
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 02, 2017, 02:42:04 pm
We presumably want to sell only wands. The others are SPELLS. Spells require much more knowledge and magical power to use than a simple wand. Teletalk uses wands still, I believe.

Basically, he can't readily sell something if we have to train him, and then have him train the buyers. We can try, but it might not be a good option. Definitely go for teletalk. Give him a direct test---hand him one, give him instructions, and talk to him. That way, he could readily sell it to his customers, who ought to be overjoyed at their communications value. Also, you could then give him a long-range demonstration, by sending a message to, say, light a beacon on the far side of town, using only telepathy.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 02, 2017, 04:37:29 pm
Could someone compile the list of attack locations and orders with accompanying votes?  I should be able to update soon.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 02, 2017, 04:47:01 pm
Quote
0 -Begin assaults on the Northern Taiga
  3 -Begin Raids on the Northern Taiga: NUKE9.13, Taricus, Happerry
5 -Begin assaults on the Northern Sea: Madman, Detoxicated, NUKE9.13, Taricus, Happerry

Orders:
Night Raids with horse grenadiers (1): Taricus
Night raids on fort/castle gates with foot grenadiers (1): Taricus
Pretty clear vote on attacking the northern sea. Less clear regarding raids (not invasion) of the taiga, though no one has voiced any objections.
Orders... it doesn't look like we are going to risk something going wrong with an order. Our commanders may use the grenades as they see fit.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 02, 2017, 04:50:56 pm
Quote
0 -Begin assaults on the Northern Taiga
  3 -Begin Raids on the Northern Taiga: NUKE9.13, Taricus, Happerry
5 -Begin assaults on the Northern Sea: Madman, Detoxicated, NUKE9.13, Taricus, Happerry

Orders:
Night Raids with horse grenadiers (2): Taricus, Madman198237
Night raids on fort/castle gates with foot grenadiers (1[-1]): Taricus
No raids on gates with grenades (AKA give no order): (1) Madman198237
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 02, 2017, 04:58:55 pm
Alright. al-Mutriqa still in jungle?
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 02, 2017, 05:16:44 pm
No change there.

We just want him to keep trying to get us an advantage if at all possible.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on May 02, 2017, 06:41:44 pm
No change there.

We just want him to keep trying to get us an advantage if at all possible.
+1
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on May 02, 2017, 08:24:30 pm
Quote
sell cyclone shield: [2]  detoxicated, Happerry
sell detect thoughts: [1] kashyyk
sell any spell (up to three of them) that he is willing and able to buy: [4] NUKE9.13, Detoxicated, Taricus, Devastator
sell Teletalk Rods if he won't buy anything else: [4] NUKE9.13, Detoxicated, Taricus, Happerry

Also, as a suggestion, we could revise the fire grenades next turn by attaching a length of rope to them, thus allowing people to throw them a lot farther away and making them better skirmishing weapons.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on May 02, 2017, 08:56:41 pm
Personally I think stepping too deep into fire could mean they sharpen their pyromancy even more...
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 03, 2017, 09:39:01 am
Sorry guys, I was going to update last night and I got distracted by Sensei's game
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 03, 2017, 09:40:00 am
Wow what timing. I was about to ask you when the update was coming :P
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on May 03, 2017, 11:31:15 am
Okay, I think this turn's decision making is a given now.


I'd like to turn our attention towards next year.

The issues I see are as follows:

IMO, I think we should go with the Desert Mirage spell someone suggested previously. This spell will be able to distort the images of ships, ballista batteries and cavalry/infantry formations at long-medium range, making them disappear, look like something else or appear in places where there is nothing. This will allow cause enemy artillery to fire at the wrong locations, wasting them, and should be an easy gateway spell into the illusions school. We can later use this for experience for better illusions like Invisibility to create ambushes or sneak into enemy camps or to fake the locations of entire armies to lead the enemy astray.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 03, 2017, 11:47:40 am
Pretty sure we fixed the artillery range thing :P
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on May 03, 2017, 11:49:27 am
Still three things to work on :P
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 03, 2017, 11:51:45 am
  • They're winning the skirmish phase
Are they? I got the impression it was a wash.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on May 03, 2017, 11:54:36 am
Nightly raids still result in death for both sides, as no new technologies have been developed to assist in skirmishes.  Arstotzka does slightly better.

They've been winning slightly for years.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 03, 2017, 02:09:58 pm
That's what detect sniper was for.  ;-p

I would like to make the attempt to try for adamantium.  We would still have a revision to try for detect sniper (from detect ambush) which would help a lot with the skirmish phase.

But yeah, some kind of mass distorted vision or invisibility would wreck them pretty good too.  I'd say we have more experience in enchanting than illusion magic, at the moment.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 03, 2017, 03:12:04 pm
We might, but illusions are, after all, a thing caused by air and heat, and we have a lot of experience working with air (And getting shot with flames) and know what a mirage looks like----we're DESERT DWELLERS!

I want to save the revision for something special, though....
Staves of Tubikh Rrahim that can be fired from ballistae. Permanently active in a spherical area of emission, if we use our arty to drop these things in and amongst their cannons, we can disable them, force a relocation, while we do nothing but chew up their guys with arty fire.

EDIT:
Before I get a bunch of objections, the staves do NOT dispel enchantments, merely prevent them from working. I'm pretty sure that they can't be used to destroy crystal weapons without focusing. If they can be modified to allow OUR magic (So, basically, anything enchanted with OUR methods exactly) then we'll be golden regardless. Otherwise, just gotta wheel up a ballista or 20 and pepper them with antimagic.
Best option afterwards is, of course, to make a clean sweep of them, to prevent them collecting the staves, but it's not really an issue. They should be unable to use them, given their lack of knowledge about our methods and faith.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 03, 2017, 03:20:16 pm
We might, but illusions are, after all, a thing caused by air and heat, and we have a lot of experience working with air (And getting shot with flames) and know what a mirage looks like----we're DESERT DWELLERS!

That's a better way of putting it.

I'm still strongly against giving the enemy working staffs of our antimagic.  They might reverse-engineer them.  If we're spending a revision on it, it would be to increase the power out to long-range.  I think their cannons are magic-powered, which would reduce the distance we need to cross.  If we're getting adamant, though, I want a revision to make our lamellar horse-armor as well.

..Upon some more though, there's a problem with the area mirage idea.  We'd need a layer of hot air, which would be directly opposing their cold-creation tower.  It's possible that we'd roll well creating the spell, and still be unable to create a mirage as their cold tower is simply more powerful.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 03, 2017, 03:27:13 pm
Like I edited above:


EDIT:
Before I get a bunch of objections, the staves do NOT dispel enchantments, merely prevent them from working. I'm pretty sure that they can't be used to destroy crystal weapons without focusing. If they can be modified to allow OUR magic (So, basically, anything enchanted with OUR methods exactly) then we'll be golden regardless. Otherwise, just gotta wheel up a ballista or 20 and pepper them with antimagic.
Best option afterwards is, of course, to make a clean sweep of them, to prevent them collecting the staves, but it's not really an issue. They should be unable to use them, given their lack of knowledge about our methods and faith.


They should be logically unable to use them, as the spell and (I think) the staves still require devotion and prayer, neither of which are big in the land of the Arstotzkan heathens.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 03, 2017, 03:31:21 pm
I'm pretty sure our built-in enchatments work regardless of our antimagic, but our other spells are uncastable.  I think they would knock out any fielded crystal weapons, and prevent the enemy from casting, but I can't see how we could prevent them from recovering shot that must remain intact to work.  They could pick it up, give it to a cavalry soldier, and take it back home, long before we could approach their lines to recover them.

I'd rather try something like that if we were losing the artillery battle, but right now we have effective counterbattery artillery and seem to be doing just fine with how it is.  That's a good way to change it up, but lets keep that in reserve if they continue to up their artillery.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 03, 2017, 03:33:51 pm
Your ballista enchantments and wands do not work in your antimagic field, but resume function once the field is gone.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 03, 2017, 03:34:11 pm
If this year goes badly for us on the artillery front, THEN we break out the antimagic projectiles. And if they work for, say a day at most, then not only should we be able to make them fairly cheap (Since they only need to turn on once and then stay active for, heck, just 12 hours would work great as well), they'll also be useless to the enemy. Especially if all our enemies die because of a lack of artillery.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on May 03, 2017, 03:48:21 pm
I've been wanting to shoot  antimagic at them for a while. I don't think there's any more chance of them gaining the staff this way than there is of killing a mage leading a charge then stealing it.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 03, 2017, 03:50:06 pm
I've been wanting to shoot  antimagic at them for a while. I don't think there's any more chance of them gaining the staff this way than there is of killing a mage leading a charge then stealing it.

I know they gave us a martyr straight up trying to do that through order.  I don't think they have a staff.

And really, we'd be throwing staffs at them.  Of course there's more chance of them getting it that way.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 03, 2017, 03:51:07 pm
If this year goes badly for us on the artillery front, THEN we break out the antimagic projectiles. And if they work for, say a day at most, then not only should we be able to make them fairly cheap (Since they only need to turn on once and then stay active for, heck, just 12 hours would work great as well), they'll also be useless to the enemy. Especially if all our enemies die because of a lack of artillery.
I highly doubt creating that sort of self-casting staff would be that easy. Plus, as mentioned, how about we don't literally hand the enemy one of our most powerful weapons?
I mean, our artillery can already take out theirs in a single shot, and they have no spells that are cast at long range that we really care about. So what even is the point of firing anti-magic projectiles at them?
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 03, 2017, 03:53:26 pm
Their artillery is deadlier than ours.

It outranges our most accurate point of shooting, meaning that our ballistae had to get right up close and stupidly person to take them out.

If we can make a cheaper version of the staves, one we don't care about, using our experience, then we will be set.

It can't be THAT hard----after all, we know about antimagic, and we know about enchanting. So ENCHANT the staff to deny magic in an area around it (Makes making a workshop hard, doesn't it? The first sign that you succeeded will probably be your neighbor cursing at you for ruining X hours of work.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 03, 2017, 03:54:36 pm
And how, exactly, are staves going to have a better range than our other projectiles?

Also, after our latest design their artillery might not outrange ours any more.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 03, 2017, 03:55:06 pm
I said ACCURATE range for a reason. But if we can land these staves anywhere NEAR their artillery, we can shut them down.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 03, 2017, 03:56:56 pm
You want AoE? Revise the Firestorm Shells to explode (with wind magic) on impact, spreading their contents out over a larger area.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 03, 2017, 04:18:15 pm
So ENCHANT the staff to deny magic in an area around it (Makes making a workshop hard, doesn't it? The first sign that you succeeded will probably be your neighbor cursing at you for ruining X hours of work.

That does make it a two-step process.  One to make the spell, and one to make the projectile.  And the projectile will be one range increment shorter than our max range, as we need functioning enchantments to make it work at max range.  We already have AoE shells, and even if accuracy isn't perfect, it's good enough for the shells to score kills.

Really, our ballistae didn't have to get right up close and personal to kill theirs.  It had to get to our own (at the time) max range, and it was able to do so successfully.

Plus, we can't use Lucky Strike and an antimagic shell, so those won't be more than ordinarily accurate.. hence inaccurate.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on May 03, 2017, 05:06:34 pm
I personally think we should go for enchantable metal that is quite durable in design, then revise it to also hold wind magic making it hastier, the reward should be spent on camouflage spell. If we do this we could create a whole big mirage spell from the camouflage enchantment.

Edit: Also I somehow feel that these traders will show up more often, and the more we sell them the more were in when they invade...
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 03, 2017, 05:08:19 pm
I understand, but since eS stated he was nerfing our explosives, we aren't going to get as many kills (Well, I hope we do anyway, but...). But that's neither here nor there.

What decisions still need to be made this turn before we progress?
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 03, 2017, 10:21:40 pm
I understand, but since eS stated he was nerfing our explosives

Speaking of that, maybe I should read their thread and see what they got away with.  I can say with some pretty serious confidence that their cannon is going to be dodgy as all get-out.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 03, 2017, 10:34:37 pm
Combat for 930

The jungle sees Moskurg once again gain the advantage.

First and foremost was the executive decision to use our new fire artillery shells as impromptu-grenades [2d6 = [3, 4] = 3].  Moskurg calvary ride into Arstotzkan camps in the dead of night, flinging clay pots filled to the brim with Alannar.  Every calvaryman carries at least one; as they charge through enemy camps they fling them into tents and fortifications.  The splash is limited in range, and again limited by their throwing distance, but when every man has one it has a devastating effect.  Their camps burn in the night and smoke chokes the air after every raid.  Arstotzka finally gets a taste of their own medicine; the terror of facing another man flinging fire in your face.  Their own attacks are still successful, doing well against Moskurg soldiers shivering in the cold, but our new fire tactics are simply more effective.  Without needing a mage to cast the fire our troops are a frightening force to reckon with.  Both sides slaughter each other bloody, but Moskurg does more damage.

This year saw their ivory tower being torn down.  Our men cheer, thinking it's a sign that the Arstotzkans are retreating, but they instead build new smaller towers.  They dot the line dividing the jungle and their men rally around them, crowding the battlements with cannons and archers and padding the ground with wooden fortifications and stakes.  Deciding they'd make as good a target as any, our Theatre Commander orders an assault.  They watch us from above as our artillery rolls into range of their cannons, all mounted atop their towers.  As per last year they begin shelling them from as far away as possible, even scoring a few solid hits that cause our ballistas to burst into flames.  It appears our fire shells are delicate and will go up easily, and it fills our hearts with dread to see Moskurg soldiers burning to death again.

But they will pay soon enough.  Our ballistas stop at Extreme Range and begin their barrage.  Boulders, javelins, and clay pots filled with flames fall soon after, hitting them from a range they believed only they were privy to.  Cold air whooshes past our ballistas before firing, carrying their ammunition aloft until it ultimately crashes among their troops fortifications.  Their first tower crumbles under sustained fire and the chill in the air is noticeably lessened.  They immediately charge in response, but many of their cannons must wheel closer to be in range and those that don't need to aren't as plentiful as our ballistas.  The charge through the dying jungle is met with a slaughter, and al-Mutriqa leads a counter-charge that sends their men into a route.  Along the border the same scene plays out; their stationary towers are brought down from long range, their artillery can't match us, and they are ultimately repelled time and time again.

Arstotzka is pushed back and their battle lines are reassembled further north.

Our Theatre Commander is excited.  Arstotzka only has one section of jungle left and we push them out.  He is in love with our ballistas, although he does miss the warm weather and our lightning bolts.

Moskurg gains a section of jungle.


The mountains...the mountains are different.  Arstotzka sets up more of their little towers in the high peaks - already a cold, inhospitable place - and the temperature drops even lower.  To their men it must feel like the tangia back home, but to our troops it is a frozen hellscape.  We sustain multiple casualties as our men struggle to maintain warmth in our cold, stone castles, but with such poor soil there's hardly any wood for them to burn.  They resort to burning Alannar to stay warm as it will remain lit for a long, long time, but the noxious fumes make them sick and a few even die.  It's preferable to freezing to death, but Arstotzka has no pity.  Their cannons roll up and blast our castles apart with ease.  Our garrisons are ragged from the cold temperatures and guards favor their warm bunkhouses over their posts.  Even with our longer ranged artillery, their men easily steamroll through and horrifically execute what frost-bitten men surrender.  With Myark leading the charge, there's no contest and we are once again forced off the mountaintops and down into the sands far below.

Our Theatre Commander is ashamed.  He lost the mountains yet again, and offers to tender his resignation.  Their cold was simply too much and too unexpected, and without proper gear or training our men freeze to death more often than they are killed by Arstotzkans.  Those that survive suffer from frostbite and hypothermia.  He asks that you develop gear to help keep our men warm, or even better - use our mastery of the weather to keep the lands warm enough to survive.

Arstotzka gains ground in the Mountains.  If they hold it for a year they will gain the resource bonus.



In the western seas we are met with a surprise.  Arstotzka has rolled out a new ship, clearly designed to match ours in speed and out-range our artillery, but since our artillery now fires from even further away it simply matches usin both areas.  Luckily, they seem far and few inbetween, but Arstotzkan heavy construction makes them tough to kill and the fact we can't outrun them means we're forced to fight.  Their men have resorted to hacking off parts of the ship that catch on fire and dumping them overboard, which our men find funny; our firestorm shells make the enemy do our work for us!  They all agree drowning is a better alternative than burning up, however.  Their cannons are equally effective as our fire; the small, dense, shaped cannon shot punches holes through the light, delicate hulls of our ships.  Every hit results in a sunk ship, but that's only coming from their new, limited ships.  They carry their weight though, bringing down many with them, but once they're sunk we have the advantage again.  Curiously, we notice that these ships sit very low in the water and any hit inevitably results in them sinking.  We assume that because it sits so low in the water that once it starts to flood it's nearly impossible to stop.  Still, they aren't anything to roll your eyes at - they inflict such heavy casualties before sinking that they manage to keep us from gaining ground, even with our new extreme-range ballistas mounted on every ship.  It was an expensive stalemate for them though, and we will likely gain ground unless something changes next year.

Our Theatre Commander is unsure of these new developments.  Typically we've had the faster ships, but the fact that they can now keep pace means we're slowly losing our advantage.  Gust of Wind can only move us along so fast.  We will need something to compete with the enemy if these advancements go much further.

Neither side gains ground in the Western Sea.



We are surprised by an Arstotzkan assault on the plains.

Their cannons get the drop on our emplacements; after years of quiet the sudden assault leaves our troops scrambling.  Their cannons manage to get the drop on our ballistas from behind smoke screens, and within minutes they're mostly all destroyed.  Their shorter-range cannons roll up during the barrage to get into range, supporting their heavy calvary as they sweep across the open fields and gain massive ground.  We struggle to mount a counter attack, but our men have grown fat and complacent after so long that our lines are ragged and our artillery support is nonexistent.  Their heavy horsemen sweep us from the field, easily closing the distance without our artillery to stall them or coherent archer fire to repel them.  Their constant shelling from behind thick fog leaves us disorganized, and despite our best efforts they push us back immediately, claiming the wreckage of our border forts.

The battle for the rest of the year is bitter.  Our light calvary immediately takes up the firebombing doctrine, dropping fire grenades in enemy camps and being a general nuisance.  It's too late for us to make much of a difference, however; their towers are up and the plains plunge into tagia-like temperatures.  Much like the mountains our men freeze to death often and our fighting prowess is hampered.  We still have better range than the majority of their artillery, but our initial route was so thorough we have a hard time coming back.  They push us back a section.

Their boats are just as lucky along the east coast; in the west we'd been expecting them, but here in the east they are able to catch us at port.  With nowhere to run, they are able to get in close and unleash the fury of their cannons on our ships.  Our harbor burns and they claim a section of coastline.

Our Theatre Commander explains that had we expected the assault, we might have been able to repulse them or fight them to a stalemate.  As it is, their surprise assault after years of inactivity was brutal and caught us unaware, and their frost towers are a serious concern.  They must be addressed if we are to remain a competent fighting force.

Arstotzka gains ground in the Plains and the Eastern Sea.  Moskurg no longer has the resource bonus.


For the very first time in history, we invade Arstotzka's homelands.

Our grenadier horsemen continue using their highly effective tactics of firebombing and attack their infrastructure.  They ride into a nearby village and burn it to the ground, fleeing before Arstotzka can mount a counter attack to stop the raid.  Many civilians are slaughtered, and with no one to attend the crops in the nearby fields their troops will suffer for it.  As this was not a full-blown assault but rather a raid designed to soften them up, we don't bring in our artillery or infantry. 

Our ships sail up the coast, catching their ships by surprise at harbor and sinking many - much in the same way they did to us on the east coast.  The harbor closest to the eastern sea is completely razed and we claim it proudly.  We've done it, men; we've claimed a section of pure, 100% Arstotzkan soil.  They might have been able to fight us to a stalemate had they expected the attack, but they are caught by surprise and lose a section of coastline.  Without complete control of the seas they will be unable to use their fleet to deploy behind our lines or bombard offshore, if we invade.

Our Theatre Commander stresses that now is the time to strike.  If we can warm it up enough to give ourselves an advantage, and maintain control of the sea, we stand a very good chance of claiming Arstotzka's capital within four years.  Just think - the war could be over.

Moskurg gains ground in the Northern Sea.


Expense Credit:  Ma Tuan-lin is very taken with the teletalk wands.  Having gotten the chance to view them last visit he immediately jumps on the chance to buy as many as we're willing to sell.  We load a crate of the wands up on his boat and he shells out the appropriate coin to pay for it, giving us enough for an Expense Credit.

He and his crew wave goodbye as they sail out of the harbor.


It is 931, the Design Phase.

Spoiler: State of Forenia, 931 (click to show/hide)

Spoiler: Moskurger Spells (click to show/hide)



Behavior Rules.  Please Read.
Spoiler (click to show/hide)
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 03, 2017, 10:40:33 pm
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 03, 2017, 10:57:39 pm
I am allowing all types of bullshit because of magic.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 03, 2017, 10:58:00 pm
Can we have mecha-wings for our horses, then?
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 03, 2017, 10:58:49 pm
Knock yourself out, give it a whirl.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 03, 2017, 11:01:40 pm
Gimme a sec, then.  We've got grenades, so they'll have a good weapon to use..
Title: Re: Wands Race - [Moskurg]
Post by: Egan_BW on May 03, 2017, 11:02:14 pm
Fuckin' mecha wings:
What do I need to explain? They're mechanical wings for horses. Magic. Uh, wind and stuff.
Horsies with frickin wings on their backs.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 03, 2017, 11:03:23 pm
Quote
Fuckin' mecha wings (2) Egan_BW, Devastator

We've got wind magic and enchanting, this should be pretty reasonable!
Title: Re: Wands Race - [Moskurg]
Post by: Khang36 on May 03, 2017, 11:08:18 pm
Since we can do any thing could we make something like a magic railgun where instead of using magnics we line the barrel with runes that pushes the projectiles forward?
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 04, 2017, 02:43:13 am
What we need is climate control. Clearly they have spent an expense credit/revision on their frost towers, their chill citadels, their bad weather bastions. We tolerated this BS whilst it was in the jungle. No more.

Desert Winds: The Arstotzkans threaten to pull Forenia into a new ice age. We must counter this at any cost. A large ritual will be designed, wherein a long line of mages direct massive gusts of winds to blow north from the desert, sending the hot, dry air to bring relief to our troops on the front. Or perhaps towers of our own are what are called for. Modelled after wind-catchers, the wind-thrower towers will be manned by one mage each, constructed in lines leading from the desert to the front. Continuous enchantments force large bodies of air to move slowly northwards, whilst the resident mage recasts and maintains the enchantments when necessary.

The Arstotzkans currently have an advantage on every front. Countering this advantage will therefore benefit us on every front.

Quote
Fuckin' mecha wings (2) Egan_BW, Devastator
Desert Winds: (1) NUKE9.13



Also, not to shoot ourselves in the foot, but I feel like the coastline we have gained in the north should revert to Arstotzkan control if we can't take control of a neighbouring coastline this turn.
Title: Re: Wands Race - [Moskurg]
Post by: AoshimaMichio on May 04, 2017, 03:41:40 am
Voting for Fuckin' mecha wings: Because securing air superiority is important.
Title: Re: Wands Race - [Moskurg]
Post by: Aigre Excalibur on May 04, 2017, 04:50:11 am
I too represent a part of the fuckin mecha wings voting bloc and hereby cast my vote for such.
Title: Re: Wands Race - [Moskurg]
Post by: Iituem on May 04, 2017, 05:00:33 am
I have to ask, how exactly do your proposed horse mecha wings work?
Title: Re: Wands Race - [Moskurg]
Post by: Aigre Excalibur on May 04, 2017, 05:28:14 am
I have to ask, how exactly do your proposed horse mecha wings work?

Horseshit and magic with a side of steam.

(Also known colloquially as a steaming pile of magical horseshit)

Also, uh wind and stuff like egan said.

(Fart powered flying mecha horses?)
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on May 04, 2017, 05:30:02 am
enchanted steel equipment - a magically hardened Material making all items made of it stronger and sharper.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 04, 2017, 05:30:30 am
Quote
Fuckin' mecha wings (2) Egan_BW, Devastator
Desert Winds: (2) NUKE9.13, Taricus

Nullifying their weather advantage will be key to retaking the mountains and the plains: We can't fight if we're freezing to death.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on May 04, 2017, 05:41:33 am

Quote
Fuckin' mecha wings (2) Egan_BW, Devastator
Desert Winds: (3) NUKE9.13, Taricus, Kashyyk

I  initially felt that we could just weather it in the jungle,  but now we have to take action.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 04, 2017, 05:46:02 am
I do suggest using our expense credit on our ships: Their cold weather spell doesn't seem to work on the seas and having merely expensive ships will utterly drive them back on the basis of numbers and having that many more ballistae loaded with fire shot. Couple that with Desert winds and we'll storm their capital from a direction they cannot counter us from.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 04, 2017, 06:48:33 am
Quote
Wings of Brazen Flight (4) Egan_BW, Devastator, AoshimaMichio, Aigre Excaliber
Enchanted Steel (1) Detoxicated
Desert Winds: (2) NUKE9.13, Taricus

Nullifying their weather advantage will be key to retaking the mountains and the plains: We can't fight if we're freezing to death.

If we can blow up their towers with flying cavalry, it will nullify their weather advantage.  We do also have a revision which we could use to try and make our greek fire into a usable fuel, if it comes to that.

I'll give it a more serious description then.

Wings of Brazen Flight
These are sizeable wooden construction made up of a number of vanes similar to arrows, run from a narrow leather-covered metal plate attached to the front harness of a horse.  This narrow plate runs above and below the front body of the horse, and is well attached to the harness and is met by a similar construction on the other side.  Similar Gust of Wind spells, comparable to the ones on our magic ballistae, run through the wooden vanes to allow the horse a form of limited flight.  Control and placement of these vanes is done through a few leather reins, allowing control over the positioning of the vanes and the thrust produced by the gust of wind spells.  The saddle is also redesigned, so the rider can ride lower, and the horn and front edge having a number of positions where reins can be tied to maintain the position of the vanes.  This allows for one hand to be free, sufficient to throw fire grenades or for a mage to hold a staff or wand.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 04, 2017, 06:49:55 am
The horses need to survive the cold output by those towers to do that though.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 04, 2017, 06:53:23 am
If it's botched we can still try to make our greek fire into a usable fuel.  It is cheap, after all.

I don't want to try and make a wind-type spell or a climate control spell because I think it would be going up against their towers, better roll win.  I'd be more supportive of a spell that generates heat internally or locally, to keep groups warm or creatures warm.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 04, 2017, 06:54:19 am
Again that's not going to particularly help us, we'd probably need more than a revision for such.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 04, 2017, 06:56:05 am
It was mentioned that some people did try that, and it gave off too bad fumes to be burnt that way.  That sounds like a glitch, which is repairable with a revision.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 04, 2017, 06:58:46 am
The fumes are half of it's lethality though. Revising that out and we aren't going to be killing as many of them as we once were.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 04, 2017, 07:00:23 am
If that's an issue, then issue the new stuff as fuel, and use the original in the pots fired at the enemy.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 04, 2017, 07:51:33 am
Okay, so, whilst I don't think Wings of Brazen Flight are the way to go, if we do do them... why bother attaching it to a horse? Isn't the horse just dead weight once you're in the air?



As for Desert Winds not beating their Frost Tower- we have more experience with weather magic than they do.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on May 04, 2017, 08:00:36 am
As for Desert Winds not beating their Frost Tower- we have more experience with weather magic than they do.
We don't even need to beat the Frost Towers, to be fair. We just need to equal them to return the temperature back to normal. Any extra heat is just a bonus.

Quote
Wings of Brazen Flight (4) Egan_BW, Devastator, AoshimaMichio, Aigre Excaliber
Enchanted Steel (1) Detoxicated
Desert Winds: (3) NUKE9.13, Taricus, Happerry
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on May 04, 2017, 08:02:56 am
Quote
Brazen Flight (4) Egan_BW, Devastator, AoshimaMichio, Aigre Excaliber
Enchanted Steel (1) Detoxicated
Desert Winds: (4) NUKE9.13, Taricus, Happery, S34N1C
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 04, 2017, 08:10:23 am
Also how did they catch us unaware on the plains Evicted? As far as I know that is where we were launching both the fleet and the raids from so we would've had had more than a bit of warning regarding the Arstotzkan assault and their fleet would've had to defend their coast.
Title: Re: Wands Race - [Moskurg]
Post by: Sosoku234 on May 04, 2017, 08:23:56 am
Quote
Brazen Flight (4) Egan_BW, Devastator, AoshimaMichio, Aigre Excaliber
Enchanted Steel (1) Detoxicated
Desert Winds: (5) NUKE9.13, Taricus, Happery, S34N1C, Sosoku234
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 04, 2017, 09:40:19 am
Also how did they catch us unaware on the plains Evicted? As far as I know that is where we were launching both the fleet and the raids from so we would've had had more than a bit of warning regarding the Arstotzkan assault and their fleet would've had to defend their coast.

Complacency of the theatre commander. Same way you caught them unaware in the north sea and in the mountains.
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on May 04, 2017, 09:47:17 am
Quote
Brazen Flight (4) Egan_BW, Devastator, AoshimaMichio, Aigre Excaliber
Enchanted Steel (1) Detoxicated
Desert Winds: (6) NUKE9.13, Taricus, Happery, S34N1C, Sosoku234, Crazyabe
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 04, 2017, 09:47:38 am
But we'd have to go through the their fleet to get to the northern sea in the first place since I doubt we can launch an attack on the northern coast without having at least one of the sides secured, so the fleets on the plains coast would've been the ones involved heading north.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 04, 2017, 09:53:26 am
I would be tempted to say you passed each other in the night, but considering both sides ordered a surprise attack on one another I'm curious what you think might have been a better solution
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 04, 2017, 10:42:14 am
I would be tempted to say you passed each other in the night, but considering both sides ordered a surprise attack on one another I'm curious what you think might have been a better solution
Well... the fleets would've met in the middle, and duked it out. Since neither side had a large enough advantage, no one would gain or lose any coastline, as both fleets retreated back to their home ports.
That our sneaky raiding parties didn't run into their invading armies makes more sense; they probably went out of their way to avoid the main roads that the Arstotzkans used.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 04, 2017, 10:45:35 am
That's simple Evicted: There's no more surprise. Or there's surprise at the other side attacking. At least for the fleets. Mostly because we can't actually reach their coastline now (Unless we can actually get there still, then ignore this.)

The raiders using back roads make sense, and presumably we'll be carrying on with such raids?
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 04, 2017, 10:50:40 am
Okay, so, whilst I don't think Wings of Brazen Flight are the way to go, if we do do them... why bother attaching it to a horse? Isn't the horse just dead weight once you're in the air?

Because it's more awesome that way.  And so you don't have the wind-propelling things attached to the guy trying to do the throwing.

..and dead weight isn't useless.  The way that is described, you could keep flying if the horse was dead.  Which means that it'll be much harder to kill the flying guy with an arrow, should that happen.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 04, 2017, 10:55:20 am
The raiders using back roads make sense, and presumably we'll be carrying on with such raids?
Nah, not without full control of the plains.

Okay, so, whilst I don't think Wings of Brazen Flight are the way to go, if we do do them... why bother attaching it to a horse? Isn't the horse just dead weight once you're in the air?
Because it's more awesome that way.  And so you don't have the wind-propelling things attached to the guy trying to do the throwing.
Yes, but... an entire horse. That does nothing except hang there, terrified. At the very least make it a wooden horse. Or a pair of skis.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 04, 2017, 10:57:34 am
If we're going for skis we may as well go for elephants as well :P
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 04, 2017, 11:00:11 am
Yes, but... an entire horse. That does nothing except hang there, terrified. At the very least make it a wooden horse. Or a pair of skis.

Horses are cheap, and would require a minimum of design/revisions.  Besides, it's not like you're going to vote for it anyway.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 04, 2017, 11:06:34 am
Horses are cheap, and would require a minimum of design/revisions. 
You know what's cheaper than a horse? A length of wood. Also, pretty easy to design. You know what's expensive? An enchantment powerful enough to lift a person and an entire horse. Horses are heavy.
I mean, I still don't see why it can't just be attached to a harness worn by the paratrooper.


Quote
Besides, it's not like you're going to vote for it anyway.
I can still make suggestions to improve it, in case it does get the majority of votes.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 04, 2017, 11:17:30 am
Horses are cheap, and would require a minimum of design/revisions. 
You know what's cheaper than a horse? A length of wood. Also, pretty easy to design. You know what's expensive? An enchantment powerful enough to lift a person and an entire horse. Horses are heavy.
I mean, I still don't see why it can't just be attached to a harness worn by the paratrooper.

Quote
Besides, it's not like you're going to vote for it anyway.
I can still make suggestions to improve it, in case it does get the majority of votes.

Game-wise, nothing is cheaper than cheap, so a length of wood may well be more valuable than a horse.

I find it very difficult to judge practicality in a world where rifled cannon are a thing predating the invention of a metal screw.  Or a standardized screw.  Maybe more ridiculous stuff works better?

Really, though, if you must vote for paratroopers, write it up next turn and I'll jump on it.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on May 04, 2017, 11:19:22 am
Personally, as we're the faction from the desert, I'd think Flying Carpets would be our first go to thing for flight capable troops.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 04, 2017, 11:27:24 am
Personally, as we're the faction from the desert, I'd think Flying Carpets would be our first go to thing for flight capable troops.
Hmm, good point. If we insist on making a 'mount' for our flying troops, a carpet would be a thematically appropriate choice.
Although, there is also something to be said for originality.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on May 04, 2017, 11:33:56 am
Quote
Brazen Flight (4) Egan_BW, Devastator, AoshimaMichio, Aigre Excaliber
Enchanted Steel (1) Detoxicated
Desert Winds: (7) NUKE9.13, Taricus, Happery, S34N1C, Sosoku234, Crazyabe, Kashyyk

My vote disappeared.

Another suggestion (for another turn):
Healing Hands: Our first foray into healing magic,  this spell pushes the target's natural recovery and immune system into overdrive, sealing wounds, fighting infection and fixing bones at many times the natural rate. This has the obvious benefit of reducing casualties after a battle,  but it also improves morale, as each soldier knows that an unlucky injury won't leave them in agonising pain for weeks or months, they'll be more willing to put themselves in harms way.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 04, 2017, 11:36:44 am
Quote
Brazen Flight (4) Egan_BW, Devastator, AoshimaMichio, Aigre Excaliber
Enchanted Steel (1) Detoxicated
Desert Winds: (7) NUKE9.13, Taricus, Happery, S34N1C, Sosoku234, Crazyabe, Kashyyk

My vote disappeared.

Damn, sorry man.

I think the main reason I'm against Desert Winds is because it's a self-limiting design, it can't get us any more bonus than the penalty inflicted on us.  It can theoretically get a bonus, but that would only come after overcoming the sum of penalties inflicted on us.. we can't get a +1 with it until all of the -1s have been removed.  It doesn't remove the -1s and give us a +1 in a different area, which would be strictly superior.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 04, 2017, 11:54:33 am
Well, yes, but it removes -1s on every (land) front, in both skirmish and battle phases. That's a +6 change, if it works. (+2 if it's a national effort)
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on May 04, 2017, 12:59:56 pm
Also if we combine it with something else that makes heat later on, both should be effective?

Speaking of later on, after we make the Desert Mirage spell and get some experience messing with air refraction, I'd like to create an Air Lens spell for long ranged vision that uses refraction to basically make a telescope, that way we can do extra extreme long ranged artillery and still shoot with actual aiming.

...And then after that, we can invent a giant magnifying glass spell that does a similar thing to make an area get more sunlight, letting us add even more heat to areas in a way that can combo with the desert winds. Assuming we want to heat things up even more at least.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 04, 2017, 03:03:33 pm
They've got rifled guns now? What crap is THIS? AND they got ones? We rolled ones and couldn't even make a PERIOD-APPROPRIATE bodkin arrow. Please, just make them revise it this turn if they want it to work. Those guns shouldn't be capable of firing straight, their rifling and bores must be a tremendous mess. Please don't stretch this battle by letting them get away with ones. At LEAST make it such a horrendous job to load that it's not so overkill. They don't need bonuses to range at a 1. They should have issues with it.

So I want to know, eS: What's Arstotzka's luck been like with rolls? Have they been on a bad streak or what? Knowing what it is to get a bad streak, I could agree with SOME leniency if they've been getting crap on their designs for decades, but not fully-functioning far outside of time-period accurate and rifled artillery.

Here's the thing: They do NOT have the technology. It took 400 years of development of cannons to get them to shoot STRAIGHT. Let ALONE be rifled. Cannons couldn't be bored straight for the longest time. Then they could. But you can't just rifle a gun like that. You have to have a screw or drill capable of cutting iron, and you have to make sure that the guns are perfectly still and thick enough to take the removal of some metal. So, please, oh please, nerf their rifled guns. We rolled decently and out ballistae started out by shattering every once in a while. They roll perfect crap and can shoot without blowing the barrels out or missing completely?

For us, however.
Their cold is killing us. Even though it's somewhat unreasonable (The deserts get to below freezing in most places at night. There's nothing to hold the heat. Ours guys should be easily capable of wrapping up in their blankets.) to have us freezing to death in camp. The only place that should happen is on watch, and even that should not be an issue with more watch changes.

So, we need to counter their weather magic. Can we turn our storm magics into something capable of changing the temperature the way they do? We just need to temporarily heat the place to desert-like temperatures. Oh, and we're going to need to fix the jungle after this darn war....But first. The counter-tower idea is interesting. But we don't need to. We can summon storms right now, let's just summon heat AND storms. Spend a design to make a new Storm Strike capable of changing temperatures and climate, perhaps. Why waste our time developing stonemasonry and magic when we could just be developing magic?

Even if it is strictly attached to staves, say, we'll just produce enough of them to compensate. But for now, definitely expense credit the ships. We NEED to win the sea war. If we can amplify our raiding by raiding from the sea, we'll be set. We'll be capable of denying them food, troops (If the men are dead before signing up...), materiel, everything.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 04, 2017, 03:07:18 pm
Doesn't sound like they have rifled guns, just lucky hits really. I mean it was bound to happen sometime :P
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 04, 2017, 03:19:01 pm

Read the spoiler.

I won't spy on them. I haven't, and I won't. It ruins the game somewhat. But I will use other peoples' spying in this context, and that was ludicrous. Absolutely ludicrous. Allowing all that crap "because of magic." is very much not good enough, eS. At least, not in my mind. They just developed a 19th century weapon with late 19th century accuracy.....1000 years early? 900 years? I don't remember our exact date. But still. Without the technological know-how. And they rolled really, really bad. We got good rolls that left us burning men to death, exploding our ballistae, all that, yet "because of magic" they're getting good stuff for rolling a 1. Please, just get rid of that. I know, you don't like to go back and revise, but you did for the (Admittedly awesomely overpowered) flame projectiles, you can do it for their ridiculous cannons.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 04, 2017, 03:19:50 pm
I gave them magic-aided hand-chiseled cannon rifling as a design, bumping their cannons to 'elite' status.  As this game becomes further and further removed from reality it's harder to say "No, even with physics defying magic you can't make xyz".  I admit that perhaps I let them get away with a bit too much, and I will address it soon.

After Moskurg rolled a series of 1's on their revisions, I decided flat-out saying "it fails" kinda kills the fun in the game.  Instead the revision works, but either not in the way you expect or it causes the Expense to go it.  This was because - as you pointed out - you could barely get bodkins to work after multiple 1's and it didn't seem fair.  Arstotzka has rolled five 1's in the past three turns, and all of them on revisions.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 04, 2017, 03:26:00 pm
Alright, I can see a little bit of leniency. But those dumb guns need to be a multiple-minute job to reload. And, HAND CHISELS????? I don't know about you, but I'm not freakishly inhuman enough to stretch my to such length and thinness that I can reach into a cannon barrel and chisel it out. Unless it's unusually large. And even then, length is still probably an issue. Magical hand chisels or not, there's no way to do that with a hand chisel. Unless it's a self-aware self-propelled hovering flying chisel, in which case the next cavalry raid needs to steal some.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 04, 2017, 03:33:41 pm
Eh, like I said, I found it more fun to let you guys get away with designs you probably shouldn't pull off, but it's getting away from me.  I'm not a particularly strict GM, but I guess I need to beat you guys back a bit.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 04, 2017, 03:34:40 pm
Feel free to be a decent, easy-going GM, just don't go all ludicrous. Or I'm exploiting that with a spell that has some.....interesting properties that you won't see coming.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 04, 2017, 03:40:08 pm
I mean, to be fair, their rifled artillery has only a slightly longer range than a ballista. So, you know, it's pretty shitty rifling.

Okay, going easy on them because they rolled five ones in a row, I can sort of see that. Just so long as the next time we roll a one on a revision we get the same treatment. And maybe retroactively better bodkins.
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on May 04, 2017, 04:32:41 pm
I'm not sure how I'm missing it, but where does it say their cannons had rifling? Not denying that it says that, I'd just like to know where
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 04, 2017, 04:36:22 pm
Devastator, I think, did a little bit of spai work. He checked what they had done for some reason, and it turns out they rolled 2 ones and got perfectly fine rifled cannons.
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on May 04, 2017, 04:45:01 pm
So Dev was snooping in the Arstotzkan thread?
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 04, 2017, 04:47:12 pm
He gave a reason, I thought. I disagree with the snooping, but I disagree more with the GM error. But if it's going to get fixed, I'm fine with it.
Quote
Brazen Flight (4) Egan_BW, Devastator, AoshimaMichio, Aigre Excaliber
Enchanted Steel (1) Detoxicated
Desert Winds: (7) NUKE9.13, Taricus, Happery, S34N1C, Sosoku234, Crazyabe, Kashyyk, Madman198237

Why in the name of all that shoots idiots out of the sky would we want flying HORSES??? With a mechanical solution?!?!?!!?! What a WASTE! Just strap the wings to a few thousand flierbombers (See what I did there) and you can kill all the enemies! INSTANT VICTORY AT SEA! Or, we develop telekinesis and can then do all that and more.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 04, 2017, 04:56:33 pm
Yeah, I made a mistake and messed up.  I'm...honestly getting pretty tired of this game.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 04, 2017, 04:58:09 pm
Give your old buddies a 6, even if we don't roll it, and let us develop a telekinesis spell.

I'll detail exactly how it will win the war. ;)

But seriously, if you're feeling burned out, see if anybody's willing to take over. I don't think that Iituem wants to, from the sound of it, but he might if asked.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on May 04, 2017, 06:17:58 pm
The only thing all arms race games have is the whining, sadly.

Personally, I'm having a lot of fun in this game, even if other people get upset.

And even if they did get rifling... well, magic greek fire throwing ballista that hit with pinpoint accuracy from extreme range is just as unhistoric, isn't it? It's not like any arms race game is strictly realistic, and this is a magic one in the first place. From fireballs to directed lightning strikes to the weaponized terraforming that is the temperature manipulation... none of that showed up in history either. What does 'Realism' have to do with it? They do rifling, sure, sure. At least that's, you know, physically possible, unlike our telepathy, probability manipulation, weather control, divination, and complete immunity to the knock on effects of manpower loss.

I mean, if they replaced their cannons with lightning magic powered railguns, that'd still be just as unrealistic and non-historical as rifling but is still just as distinctly possible. Hell, that's literally what I was originally going to suggest after they made their cannons, I just got on late and by that time the magic ballista already had votes going for them and I didn't feel like arguing about it. Who gives a crap about history? A fricking wizard did it, for realz.

How much does it really matter, in the end, as long as we're all having fun making up new designs and killing each other?

It's not like it's unfairly balanced in effect. We've both spent around the same amount of turns on artillery, and hell, for all the complaining we can see around here about the enemy's advancements, I'd like to point out we're still winning the artillery duel.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 04, 2017, 06:21:52 pm
Pretty much what Happery said. Soldier on Moskurg! The end of Arstotzka is within reach!
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 04, 2017, 06:46:58 pm
Yeah, I made a mistake and messed up.  I'm...honestly getting pretty tired of this game.

Well, one way to make it easier would be to give me the boot for breaking the rules.

I think all I'd want to be satisfied for the rifling is a rate of fire nerf, because it's harder to reload a rifled cannon than a smoothbore one, and probably a penalty to making new rifled designs in one of the three categories until they roll a 6 in the relevant one due to it being a sort of ad-hoc thing.  It's mostly because I don't want them to have a brilliant army of riflemen next turn after one design for rifles and one revision for cartridges.

Why in the name of all that shoots idiots out of the sky would we want flying HORSES??? With a mechanical solution?!?!?!!?! What a WASTE! Just strap the wings to a few thousand flierbombers (See what I did there) and you can kill all the enemies! INSTANT VICTORY AT SEA! Or, we develop telekinesis and can then do all that and more.

Mostly because none of you madmen are designing anything like this.  Just endless varients on 'lets blow wind at the enemy!'  Personally, I don't believe any proper Moskurgian gentleman is properly dressed without his horse.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on May 04, 2017, 07:04:55 pm
I mean, this is a game where we could literally start inventing airpower tactics in the 900s by way of things like air elementals, flying carpets, warrior angels, demons, turning storm clouds into cloudships, beholders, pegasus riders, or dragons.

Does it really matter what exact form their artillery takes?

If they were summoning giant insects to shoot acid bombs at us with the same effectiveness instead, how many complaints do people think they'd be seeing in this thread?

I think all I'd want to be satisfied for the rifling is a rate of fire nerf, because it's harder to reload a rifled cannon than a smoothbore one, and probably a penalty to making new rifled designs in one of the three categories until they roll a 6 in the relevant one due to it being a sort of ad-hoc thing.  It's mostly because I don't want them to have a brilliant army of riflemen next turn after one design for rifles and one revision for cartridges.
Personally I am entirely satisfied with how things currently are, and will be until this stops being a wands race and starts being a rifle race.

Mostly because none of you madmen are designing anything like this.  Just endless varients on 'lets blow wind at the enemy!'
Hey now, I wanted Mirages if you remember, and once we get those flying carpets done I fully plan on starting up the age of the carrier around a thousand years early.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 04, 2017, 07:08:31 pm
Flying carpets don't need resupply or refueling. No bases or carriers needed!
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on May 04, 2017, 07:17:36 pm
Flying carpets don't need resupply or refueling. No bases or carriers needed!
Until we invent spells to summon new firebombs to serve as ammo, to make our troops not need to eat or drink, prevent 'being rained on for ten hours' from giving them hypothermia or 'being caught in the sun for ten hours' from giving them heatstroke, and figure out ways to keep them from getting tired and needing to sleep, we do, as a matter of fact, need bases and carriers.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 04, 2017, 07:53:27 pm
SHUT UP YOUR LOGIC IN A MAGICAL VIDEOGAME.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 04, 2017, 11:22:31 pm
SHUT UP YOUR LOGIC IN A MAGICAL VIDEOGAME.

That sounds like the quote of someone who has fallen to the darkside and voted for the ridiculous magical horse wings.
Title: Re: Wands Race - [Moskurg]
Post by: Egan_BW on May 05, 2017, 12:25:13 am
Dammit how are people not voting for absurd horse wings do you not have joy in your hearts.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 05, 2017, 10:36:51 am
It seems like Desert Winds is the winning vote.  Is that correct?
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 05, 2017, 10:41:41 am
Yes
Title: Re: Wands Race - [Moskurg]
Post by: Egan_BW on May 05, 2017, 12:16:21 pm
I would dispute that fact, but not successfully.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 05, 2017, 12:27:26 pm
Design: Desert Winds [4, 2, 1]

In order to counter the bitter, biting cold Arstotzka has spread from their homeland, we design a spell that in turn push our warmth up from the desert and into the contested lands. 

Desert Wind is effective at moving the warm air from the south to the north.  This warm air causes what you'd normally expect from a warm front.  Clouds pool overhead and warm, light rains trickle down from above.  It effectively raises the temperature in the area by one degree.

Unfortunately this spell causes some major problems.  The air is pulled from the south ocean, causing tropical storms to wash over orur capitol.  The non-stop winds also pull up dust and sand from the desert, choking our lands and men.  The spell is also limited in that it can't reach to the northern tangia before the winds are exhausted.

The spell requires multiple wizards working in tandem on spell circles for several hours to cast, but it doesn't require al-Mutriqa at least. Very Expensive.
Title: Re: Wands Race - [Moskurg]
Post by: Egan_BW on May 05, 2017, 12:46:57 pm
Not as cool as mechawings.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 05, 2017, 12:47:14 pm
I presume the bugs make using the spell unfeasible at the moment? If so, that's what revisions (now guaranteed to have at least some effect!) are for.

We should use our revision to fix the bugs with Desert Winds. I'll write up a thing describing how later.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 05, 2017, 03:10:09 pm
Yes to the revision for Desert Winds.

Quote
Revise Desert Winds: (2) NUKE9.13, Madman198237
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 05, 2017, 03:18:28 pm
What are you revising about the winds?  I need more than just "revise".
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 05, 2017, 03:22:14 pm
"All votes must be to blow wind at the enemy"
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 05, 2017, 03:42:08 pm
Revision:

Desert Winds - Breeze Equilibrium: Our mastery over the winds has given birth to a new science in Moskurg, one that its practitioners call 'Meteorology'. God knows why, it has nothing to do with meteors. Anyway, these 'Meteorologists' claim to have gained a substantial understanding of how the flow of air through the sky works, and how it affects the weather. So we turn to them to find out if their theories are worth anything. They shall create charts of little lines with teeth, coloured in blue and red, that show our weather mages from where they can safely draw hot air, and where to send air in the other direction to prevent the massive storms otherwise caused by the spell.
This will -hopefully- fix the 'massive storms' bug, making it possible to deploy the spell without wrecking our infrastructure at home.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 05, 2017, 03:51:29 pm
There, eS, THAT'S the revision we're voting on. It was just voted on before being written up, is all.

And is there any chance we could add a little "if plausible when revising" that allows us to boost the temperature change from one degree? Because, even if this was a really new spell for us, it seems like we ought to be able to do a bit more than 1 degree with a four. Is this one degree, total, or one degree per X unit of time?
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 05, 2017, 03:58:18 pm
Just state what you want to happen during the revision and I'll decide whether it does based on the success level.

And it raises temperature by one "level".

Levels go:
Desert>Jungle>Plains>Mountain>Tangia
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 05, 2017, 04:05:00 pm
Tangia
So, uh, unrelated to anything, but I'm pretty sure it's spelled taiga. :/
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 05, 2017, 04:07:46 pm
What, really? Have I seriously been misspelling for the past month?  Why did no one tell me before now?
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on May 05, 2017, 04:12:09 pm
I haven't noticed you misspelling it before.

Also I support the desert winds.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 05, 2017, 04:12:49 pm
What, really? Have I seriously been misspelling for the past month?  Why did no one tell me before now?
I hadn't really noticed it before. It's not a big deal.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 05, 2017, 04:14:29 pm
I didn't comment. Too tired, mostly.

But yes, the correct spelling is "Taiga" and it refers to thickly forested regions of very cold temperatures...just not year-round. Their three to five month summer/spring/fall combinations usually reach into the 50s or 60s.
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on May 05, 2017, 05:28:24 pm
Design: Desert Winds [4, 2, 1]

In order to counter the bitter, biting cold Arstotzka has spread from their homeland, we design a spell that in turn push our warmth up from the desert and into the contested lands. 

Desert Wind is effective at moving the warm air from the south to the north.  This warm air causes what you'd normally expect from a warm front.  Clouds pool overhead and warm, light rains trickle down from above.  It effectively raises the temperature in the area by one degree.

Unfortunately this spell causes some major problems.  The air is pulled from the south ocean, causing tropical storms to wash over orur capitol.  The non-stop winds also pull up dust and sand from the desert, choking our lands and men.  The spell is also limited in that it can't reach to the northern tangia before the winds are exhausted.

The spell requires multiple wizards working in tandem on spell circles for several hours to cast, but it doesn't require al-Mutriqa at least. Very Expensive.
YES!!!! WINDS OF THE WASTELAND WILL BECOME A REALITY!

Also:
[/quote]
Desert wind Revisions [3]Nuke9.13,Kashyyk, Mardent23
[/quote]
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 05, 2017, 06:19:16 pm
Seriously, how did I start the vote box and then get my vote lost?
Quote
Revise Desert Winds: (4) NUKE9.13, Madman198237, Kashyyk, Mardent23

Honestly.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on May 05, 2017, 07:00:36 pm
Quote
Revise Desert Winds: (5) NUKE9.13, Madman198237, Kashyyk, Mardent23, Happerry
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on May 05, 2017, 07:19:44 pm
Quote
Revise Desert Winds: (6) NUKE9.13, Madman198237, Kashyyk, Mardent23, Happerry, S34N1C
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on May 06, 2017, 03:42:09 am
Quote
Revise Desert Winds: (6) NUKE9.13, Madman198237, Kashyyk, Mardent23, Happerry, S34N1C

---

Expense Sail ships: (1) Kashyyk
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 06, 2017, 07:40:55 am
Quote
Revise Desert Winds: (6) NUKE9.13, Madman198237, Kashyyk, Mardent23, Happerry, S34N1C

---

Expense Sail ships: (2) Kashyyk, Madman198237
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on May 06, 2017, 08:31:03 am
Personally I'd prefer to design a new boat soon, hopefully with enchanted wind summoning sails, and then use the expense credit on that.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 06, 2017, 08:32:28 am
We don't need a new boat though.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 06, 2017, 08:58:44 am
We don't need a new boat though.
They have new a new ship. If they fix the problems with it, we would be significantly outclassed. I wouldn't be surprised if we see them roll out an improved vessel this turn, in fact.

That being said, I'm not sure about spending the expense credit on our current shitty ships. No matter how many we throw at them, if they have working ironclads, we aren't going to win. We should design a bigger ship, with a sturdier hull that can survive multiple cannon strikes, and some sort of in-built magical propulsion.

So,
Quote
Revise Desert Winds: (6) NUKE9.13, Madman198237, Kashyyk, Mardent23, Happerry, S34N1C

---

Expense Sail ships: (2) Kashyyk, Madman198237
Save Expense Credit: (1) NUKE9.13
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 06, 2017, 09:07:26 am
They'll still be VE and they still burn like no tomorrow. Getting more ships on the field would definitely tip the scales in our favour.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on May 06, 2017, 09:15:33 am
Once we take the Jungle we can revise our soon-to-be-cheap sail ships to be made of Jungle-sourced hardwoods, that will improve their durability without increasing cost. Designing a new ship would be overkill I think.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 06, 2017, 11:38:55 am
Good point, Kashyyk, but we still need to take the jungle. If we bump the price of our ships, though, I just realized, will they all be carrying ballistae?
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 06, 2017, 11:44:14 am
They'll be the same price as our ballistae, so presumably.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 06, 2017, 11:50:38 am
They'll be the same price as our ballistae, so presumably.
Well, actually, they weren't all carrying one when the ballistae were VE (if I remember correctly). So if we make our ships cheaper, we may not actually increase the amount of firepower we can deploy. All they'd be left with is arrows, which are not very effective.

Nah, a better ship is the way to go. Yes, it would be nice to wait until we control the jungle, but it's not like we're guaranteed to take it at this rate. Controlling the western seas would make controlling the jungle a lot easier, and once we controlled it we could use a revision to apply the wood bonus to our ships in post.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 06, 2017, 11:58:44 am
Your boats were all retrofitted with the ballista, as it was trivial to do.  So long as expense os the same and the fitting doesnt increase in complexity, it will continue to be fitted.  This isn't like the weather mages, which for some strange reason required Moskurg to use a revision while Arstotzka put mages on their boat automatically.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 06, 2017, 12:00:02 pm
The problem in comparison is that the ballistae were VE. So we may well yet get that many ballista armed ships if we make them cheaper.

@Evicted: Maybe make the more complex spells require nautical training?
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 06, 2017, 12:07:06 pm
Your boats were all retrofitted with the ballista, as it was trivial to do.  So long as expense os the same and the fitting doesnt increase in complexity, it will continue to be fitted.  This isn't like the weather mages, which for some strange reason required Moskurg to use a revision while Arstotzka put mages on their boat automatically.
So with expensive ballistae and expensive ships, we'd still have 1 ballista per ship? Fair enough then.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 06, 2017, 12:10:41 pm
Yeah, Arstotzka definitely needs to revise spells before deploying any more at sea. That seems like an easy-to-make oversight, a "They revised mages. Now, to write magic at sea" and then forget that only one side actually gets magic at sea.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on May 06, 2017, 12:27:51 pm
Extension:
Halberd of Allah - This easy to control upgrade of the spear of allah channels energy from humidity in the air and clouds, to release an electrical burst of lightning at several enemies in an 60° arc in front of the caster.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 06, 2017, 01:39:24 pm
Just vote for Wands of Lightning Bolt.  It wouldn't be dependant on warm weather, and it would be different from the failed implementation, rather than trying for more power and more control with a revision.  (Which may mean more power but no more control.)
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on May 06, 2017, 05:58:33 pm
Quote
Revise Desert Winds: (6) NUKE9.13, Madman198237, Kashyyk, Mardent23, Happerry, S34N1C

---

Expense Sail ships: (2) Kashyyk, Madman198237
Save Expense Credit: (2) NUKE9.13, Happerry
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 06, 2017, 06:26:04 pm
Revision: Divine Desert Winds [6]

We made a very obvious, silly mistake during our initial design of the Desert Winds.  Thankfully, it's rather obvious when we look back on it:

The spell did not turn to Allah for guidance.

Magic is divine, and to have complete mastery over it one must acknowledge that it is fully within Allah's realm of control.  Our wizards foolishly attempted to control it with nary a prayer or tribute to the God of All Creation, and in return the spell punished us for its use.  We understand our mistake now, and Holy Prayers have been fully integrated into the spell circles that make up the casting area.  The prayers seek Allah's guidance, sing to his praises, and promise our everlasting faith and love.  It is only by seeking His Divine Wisdom and Favor can we thoroughly control the Desert Winds - now named "Divine Desert Winds" to reflect the holy nature of the spell.

What is more godly than the very elements of nature themselves?  In the future our Researcher Priests resolve to first analyze the divine aspect of any new magic we attempt, granting us a bonus to the design if it is explicitly Holy in nature.  In the meantime, the inscriptions merely acknowledging that we are humbly borrowing Allah's divine might to strike down his foes is enough to allow the Divine Desert Winds to pass to the north.  These winds bring clean, clear air, free of dust and sand and other debris which might harm our men. 

The spell still requires several wizards working in tandem over several hours to cast, and raises the temperature one "level" in a specified area.  It still does not reach to the northern tagia.  Very Expensive.

NOTE: Temperature levels are as follows -
Tagia>Mountain>Plains>Jungle>Desert
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 06, 2017, 06:33:36 pm
Um... Did you miss a bit there Evicted? :P
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 07, 2017, 12:49:05 am
Um... Did you miss a bit there Evicted? :P

ah, yes, I did.  Fixed it, sorry about that guys.  Congrats on the 6, btw!
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on May 07, 2017, 02:19:55 am
Lets spend our extension on improving our spear of allah spell to actually make it usable. Now that we have learned about divine nature we surely can learn to
bring disastrous lightning bolts to our enemies.

I say: Usable Spear of Allah that can target one enemy at a time.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on May 07, 2017, 07:19:28 am
Personally I'd like to go do the 'Tears of the Heavens' Hailstorm spell next, but I think it should wait until we see the battle report. I'm still worried that we're going to loose our advantage at sea, either from them having better boats or using their summoning magic to release the Kraken or something such.

Actual useable lightning bolt spells would be good though.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 07, 2017, 07:35:44 am
Quote
Expense Sail ships: (3) Kashyyk, Madman198237, Taricus
Save Expense Credit: (2) NUKE9.13, Happerry
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on May 07, 2017, 08:26:54 am
Quote
Expense Sail ships: (3) Kashyyk, Madman198237, Taricus
Save Expense Credit: (3) NUKE9.13, Happerry, S34N1C
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 07, 2017, 01:40:13 pm
Quote
Expense Sail ships: (3) Kashyyk, Madman198237, Taricus
Save Expense Credit: (4) NUKE9.13, Happerry, S34N1C, Devastator
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on May 07, 2017, 02:15:42 pm
Quote
Expense Sail ships: (3) Kashyyk, Madman198237, Taricus
Save Expense Credit: (5) NUKE9.13, Happerry, S34N1C, Devastator, Crazyabe
Title: Re: Wands Race - [Moskurg]
Post by: Sosoku234 on May 08, 2017, 07:36:31 am
Quote
Expense Sail ships: (3) Kashyyk, Madman198237, Taricus
Save Expense Credit: (6) NUKE9.13, Happerry, S34N1C, Devastator, Crazyabe, Sosoku234
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on May 08, 2017, 08:35:50 am
I wanna see enchanted gear.  Let us Focus on that soon please
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 08, 2017, 08:44:38 am
But that doesn't sound wind-related!
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on May 08, 2017, 01:09:39 pm
That depends on if the enchanted gear is Bows enchanted with that 'Wind Guide' type spell our ballista have. Anyone want to match the enemy longbows in range?
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on May 08, 2017, 04:15:30 pm
That depends on if the enchanted gear is Bows enchanted with that 'Wind Guide' type spell our ballista have. Anyone want to match the enemy longbows in range?
Good idea.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 08, 2017, 04:21:01 pm
That depends on if the enchanted gear is Bows enchanted with that 'Wind Guide' type spell our ballista have. Anyone want to match the enemy longbows in range?
Moskurg arrows can't melt steel plate.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on May 08, 2017, 04:34:01 pm
What if we enchant our arrows to cut as pierce as deeply as the biting Arstotzkan winds? Or channel the heat of a Moksurg summer breeze?

Hmm... those ideas suck. I'd hope the wind guide is effectively a speed increase, which should mean there is more force behind the arrow, increasing penetration.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 08, 2017, 04:51:59 pm
That depends on if the enchanted gear is Bows enchanted with that 'Wind Guide' type spell our ballista have. Anyone want to match the enemy longbows in range?

We already do, and can't penetrate at any range.  More range = more bouncing off.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 08, 2017, 08:34:15 pm
-out of order-
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on May 08, 2017, 09:15:42 pm
That depends on if the enchanted gear is Bows enchanted with that 'Wind Guide' type spell our ballista have. Anyone want to match the enemy longbows in range?

We already do, and can't penetrate at any range.  More range = more bouncing off.
I'm pretty sure their longbows are longer ranged then our recurve bows. And would they bounce off? The wind guide thing makes our projectiles go harder, because it does add more momentum to them. If we can penetrate in another range bracket along, that'd be worth it in and of itself.

Anyway, spell suggestion for this turn.

Protection of the Higher Truths/Mirage Shield
It is well known that Truth is a virtue, and like many virtues it is one that our godless foes neither possess or deserve. Luckily for all brave soldiers of Moskurg, there is already an example of how truth can be turned against the unworthy in this world, in the form of the Mirages of the Desert. As such, with proper prayer, it is believed that we too will be able to bend truth to decieve the unworthy, and protect our brave soldiers and sailors from long ranged enemy fire by concealing their presence with mirages. After all, if the one true god prevents them from being able to see us, they aren't going be able to fire with any accuracy, yes?

And once their siege engines are no longer in play, they'll swiftly find themselves facing defeat.

Quote from: Votes
Protection of the Higher Truths/Mirage Shield (1) : Happerry
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 08, 2017, 09:17:30 pm
I think for a mirage we need high temperatures, and strong warm layers in the air.  With continual rain over the battlefield, we can't maintain the seperate layers of air required to create a mirage.  Invisibility and such would be useful, but it would be light or illusion magic to make it work in these heavy rains.

We already do, and can't penetrate at any range.  More range = more bouncing off.
I'm pretty sure their longbows are longer ranged then our recurve bows. And would they bounce off? The wind guide thing makes our projectiles go harder, because it does add more momentum to them. If we can penetrate in another range bracket along, that'd be worth it in and of itself.
Give me a sec to look up the quote for this.

Combat for 925
On a much sadder note, our bodkin arrows do even less damage this year than they did last year.  Before our needle arrows could cause injuries that could incapacitate a soldier, but now they're utterly useless.  The only time our archers cause injury is when they find their way into the eyeslits of an enemy helmet.  Lucky Strike makes this happen enough to make their men march slowly, shields raised over their heads defensively.  Our soldiers point to the padded leather cloaks their men have started wearing with their armor, claiming the extra thickness is enough to keep our arrows from scratching the skin.

Yeah, a slight increase to range wouldn't be that useful.  I'd rather go for adamantium if we need better arrows, because that would mean better arrows, better armor, better shields, better everything.

Adamantium.
It is known that Allah created all that exists on this world, from the greatest to the smallest.  It is also known that the divinity is on our side, as His support for our mages, our magic, and our cause is well known.  At this time, we have need of some of his holy powers of creation, and seek to combine them with our skills in enchantment, to create a spell that renders ordinary earthly steel into a superior metal of His own creation, that is anchored in this world unlike the crystals of the heathen Arstotzkans.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on May 08, 2017, 09:24:13 pm
I think for a mirage we need high temperatures, and strong warm layers in the air.  With continual rain over the battlefield, we can't maintain the seperate layers of air required to create a mirage.  Invisibility and such would be useful, but it would be light or illusion magic to make it work in these heavy rains.
Do not doubt, Comrade. Allah shall provide against our unworthy foes. What is temperature, in the end, compared to the power of God? The Higher Truths shall not allow themselves to be used against his true followers... if they are properly invoked.

Or, in other words, we can make up for the niggling complaints of Physics with Faith and Magic. Besides, we are already creating clashing temperature bands by calling in the desert winds, and that might help? Also I want to create a 'Lens of Higher Truth' spell next, hopefully in our revision, that acts as a telescope so we can try to upgrade our artillery beyond normal line of sight constrants in the coming turns.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 08, 2017, 09:31:26 pm
I'm not too worried about line of sight issues as we have teletalk wands, and as such, spotting distant targets is doable via any number of ways, such as flying spotters.

Again, though, we have had clashes of our climate magic and their climate magic, and the result is heavy continual rains, which is essentially a direct counter to weather-related mirages, which would push it into light and image manipulation instead of creating thermal layers like a conventional mirage.  (and hence be a new field of magic.)  It's also less effective in cold weather.  We're not fighting in a good condition to set up a mirage, and as such it seems like it would already be countered if we go for it, and be less effective even if we get a good roll on the spell.

Quote from: Votes
Protection of the Higher Truths/Mirage Shield (1) : Happerry
Adamantium (1) : Devastator
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on May 08, 2017, 09:34:23 pm
Code: [Select]
Adamantium (2) Devastator, Crazyabe
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on May 08, 2017, 09:46:31 pm
Code: [Select]
Adamantium (2) Devastator, Crazyabe
Pretty please refrain from accidentally deleting my vote please.

I'm not too worried about line of sight issues as we have teletalk wands, and as such, spotting distant targets is doable via any number of ways, such as flying spotters.

Again, though, we have had clashes of our climate magic and their climate magic, and the result is heavy continual rains, which is essentially a direct counter to weather-related mirages, which would push it into light and image manipulation instead of creating thermal layers like a conventional mirage.  (and hence be a new field of magic.)  It's also less effective in cold weather.  We're not fighting in a good condition to set up a mirage, and as such it seems like it would already be countered if we go for it, and be less effective even if we get a good roll on the spell.
Umph. Fair points. I still think an Mirage type shield would be the best choice right now, even if we have to go venture into a new form of magic. The best results are always when we stop playing the game and instead alter the rules, like when artillery was introduced in the first place. As well, I'm not to hot on the idea of enchanted infantry gear because infantry isn't really anything close to being the main weapon right now, and unless it's also supernaturally sharp, supernaturally strong metal won't be doing anything for our archers either. So what actual use will Adamantium be? We can't even depend on making new Pavises from it, because they're starting to bring anti-magic shells into service.

And speaking of the Anti-Magic shells, once they get the bugs out of that and can fire it from more then a single cannon... well, do I need to remind people that our ballista access extreme range by way of an enchantment? It might not actually destroy our Ballista, but if one lands nearby it'll still be shut down just as much as the cannons we set on fire are shut down. Of course, this assumes they can accurately target our siege engines, which is one of the reasons I want to get a Mirage Shield up and running.

...Though I am really tempted to wait for next turn, or whenever they get the bugs out and start shooting the things at us in larger numbers and then giving an order to go collect the anti-magic shells and shoot them back. They should fit in our ballista just fine, as the shell seems to be one solid object. It'd be a fun surprise to give them, eh?

Edit : Also, as is, I want to remind you that the Teletalk wands are short ranged, and they do their longer ranged talking by relay. So a flying spotter might have range issues in actually connecting to the teletalk network. Though that's a revision or two away from being fixed, admittedly.

Quote from: Votes
Protection of the Higher Truths/Mirage Shield (1) : Happerry
Adamantium (1) : Devastator, Crazyabe
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on May 08, 2017, 10:04:27 pm
Quote
Protection of the Higher Truths/Mirage Shield (1) : Happerry
Adamantium (3) : Devastator, Crazyabe, Detoxicated
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on May 08, 2017, 10:21:15 pm
Don't we have a clear skies spell? Shouldn't that negate the rain?
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on May 09, 2017, 02:28:49 am
They're trying to use anti magic on us. I suggest designing a bolt of Tubikh Rrahim and beating them to it.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 09, 2017, 03:00:06 am
Something to hold the jungle is what we need. Once we have access to the jungle's hardwoods, we can build better ships and artillery.
Dunno what right now. I'll think of something later.
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on May 09, 2017, 06:51:07 am
I'm bringing back an old proposal. Sorry that the quote doesn't give a link, but taking specific quotes from large posts is next to impossible on a phone.

Quote from: Nuke from a long time ago

Deus ex Tempestas*: We know the storm. We control the storm. We feel the power contained within the storm. And now it is time to unleash th
Creature of the Storm: Okay, so, a towering giant may be a bit ambitious. How about we start small, with a Lesser Storm Elemental. The same height as a man, but made up of swirling black clouds, they are immune to mortal blades, which pass harmlessly through them, whilst delivering savage blows with all the force of a tornado in return.
These give us a way to hold our own in prolonged melee where our brave soldiers are usually at a disadvantage. They would only be summoned during stormy weather, and probably require the attention of a wizard to keep them under control. The first prototypes are expected to be between Very Expensive and A National Effort, but with practice we should hopefully be able to get them down to just Expensive
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on May 09, 2017, 07:15:01 am
I do like the idea, but that's going to be a multi turn investment,  and we need something now.

Bolt of Tubikh Rrahim - A modified form of the Ivory staff used by our wizards. The most complex part of this is empowering it with a wizards focus so that it will still block magic when at great distance from the activator. It is designed to last for half an hour,  and effect a similar area to the base spell.

I suggest this as their cannons need magic to work, whereas our ballista need magic to be better then mundane ballista.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 09, 2017, 07:21:50 am
If we must go with an elemental summon, I'd rather do one of cold or mud, personally.  They've got a lot of magic things boosting the cold, so sending a frost elemental out to home on the cold magic should work better than storm.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 09, 2017, 08:14:38 am
I do like the idea, but that's going to be a multi turn investment,  and we need something now.

Bolt of Tubikh Rrahim - A modified form of the Ivory staff used by our wizards. The most complex part of this is empowering it with a wizards focus so that it will still block magic when at great distance from the activator. It is designed to last for half an hour,  and effect a similar area to the base spell.

I suggest this as their cannons need magic to work, whereas our ballista need magic to be better then mundane ballista.
Our ballistae can already take out their cannons in a single shot. Unless the range of the anti-magic is considerable, this would not help take out their cannons by that much.

You know what, I think the previously suggested flying machine may not be the worst idea. It would give us a bonus in skirmishes, and leads to spotter-assisted artillery. I still think having the dead weight of a horse is a prohibitively inefficient idea, though. Rather, lets just do

Flying Carpet: Woven from fine cloth on enchanted looms, each thread is blessed and infused with wind magic. Magical runes and circles are worked into the pattern, which needless to say is a beautiful one, designed by the capital's most talented artists. The end result is a thick carpet that, with the appropriate commands, will float above the ground, rise and fall, and move in any direction faster than a speeding horse, whilst magically shielding any passengers from the winds.
These carpets are fairly large, comfortably sitting three passengers- one mage who handles the magical propulsion, and two elite soldiers armed with bows and Firestorm grenades. Alternatively, the soldiers can be replaced by a commander and a mage equipped with a Teletalk rod, allowing for scouting missions, or giving the commander a 'top-down' view of the battlefield, enabling him to give far more effective commands.

Quote
Protection of the Higher Truths/Mirage Shield (1) : Happerry
Adamantium (3) : Devastator, Crazyabe, Detoxicated
Flying Carpet (1): NUKE9.13

If, by some miracle, we design Flying Carpets without a hitch, we could use our revision to boost the range of our artillery, which combined with aerial spotters, would beat anything the Arstotzkans could muster.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on May 09, 2017, 08:42:41 am
Since no one seems to want the Mirage Shield I'll switch to the Flying Carpet.

Quote from: Votes
Protection of the Higher Truths/Mirage Shield (0) :
Adamantium (3) : Devastator, Crazyabe, Detoxicated
Flying Carpet (2): NUKE9.13, Happerry
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on May 09, 2017, 09:29:33 am


Quote from: Votes
Protection of the Higher Truths/Mirage Shield (0) :
Adamantium (4) : Devastator, Crazyabe, Detoxicated, Mardent23
Flying Carpet (2): NUKE9.13, Happerry
[/quote]
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 09, 2017, 12:24:56 pm
It seems like Adamantium is in the lead. Unless that changes soon I'll roll up the design.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on May 09, 2017, 12:57:27 pm
Depending on our rolls we should revise pavise shields to be cheaper and adamtium so they can be handled more easily.

Expense should go to adamntium bodkins that can punch through plate.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 09, 2017, 02:17:48 pm
Quote from: Votes
Protection of the Higher Truths/Mirage Shield (0) :
Adamantium (4) : Devastator, Crazyabe, Detoxicated, Mardent23
Flying Carpet (3): NUKE9.13, Happerry, Madman198237
The ability to fly would be a hilarious advantage. I'm going to vote for it, just in case somebody wants to change off of adamantine. Because flying would change the game, whereas this adamantine is venturing into a new field of magic (Permanently manipulating the state of matter with magic. Since we don't want it to be an enchantment, I'd say. That way it can't be reversed by antimagic.) yet flying would just be an extension of our wind magics.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on May 09, 2017, 02:25:35 pm
Quote from: Votes
Protection of the Higher Truths/Mirage Shield (0) :
Adamantium (4) : Devastator, Crazyabe, Detoxicated, Mardent23
Flying Carpet (4): NUKE9.13, Happerry, Madman198237, Kashyyk

As madman says, Flying Carpets are arguably more related to our current knowledge base than Adamantium is.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 09, 2017, 02:33:45 pm
Oh good, a tie.

Well, in an attempt to break it in Flying Carpet's favour, let me remind people that we need something to hold onto the jungle right now. Adamantium would probably require several designs and revisions to deliver a bonus in combat- as mentioned, it represents a new school of magic, which means the first design will just be us dipping our toes into the new knowledge.
I am not necessarily opposed to the idea, but I'd rather secure our position in the jungle this turn.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on May 09, 2017, 02:46:16 pm
True but with adamantium this turn we can throw the revision bodkins and shields.  There is a bunch of people who have been waiting for it too. The earlier we deploy it the earlier we can reap its benefits
Also flying carpets is even "newer" as technology and therefore less likely to work
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 09, 2017, 02:49:30 pm
We may not even need to revise anything.  If we have a spell that makes steel into adamantium, it could be cast on completed items as well as raw steel, and hence not needing revisions at all.  Now revising the big shields to be cheaper, that would be an option..
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 09, 2017, 02:49:58 pm
But we'll probably not make it this turn. We have to assume we won't. Flying carpets are going to get us a ludicrous advantage from land to sea and back again. Think how EASY it is to assault the mountains when you can FLY!

So, yes, we've now got to buckle down, cause this hype train is about to go crazy on their faces.

Bonus points if we make an elite squad of flying-machine-riders who ride giant eagles.
That way, the lonely soon-to-be-unconscious squire can shout "The Eagles are coming!" before getting knocked out and/or killed. Also, giant metal talons are REALLY GOOD at dismembering people.
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on May 09, 2017, 02:51:34 pm
Fair point.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 09, 2017, 02:52:24 pm
I don't see why I have to assume that we won't be getting adamantium, while assuming that we will be getting flying carpets.  They both seem somewhat out there, with us having related skills but both of them being somewhat ambitious designs.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 09, 2017, 02:55:21 pm
True but with adamantium this turn we can throw the revision bodkins and shields.  There is a bunch of people who have been waiting for it too. The earlier we deploy it the earlier we can reap its benefits
Also flying carpets is even "newer" as technology and therefore less likely to work
We need something to hold the jungle this turn.
Enchanting items with spell-effects is one thing. Permanently altering its material properties is another. We can argue that one leads into the other, but we cannot argue they are the same. I am ludicrously sceptical of the idea that we can pull off Adamantium with a single design action.
Flying Carpets are based on existing magic. It uses wind magic and enchanting, both of which we have ample experience with.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 09, 2017, 02:56:29 pm
Because we CANNOT use enchanted steel.

It will not work. They've developed some antimagic. We need to permanently change the nature of the materials, a science and an art  that we've not yet dived in to. Wind, however? We're set with wind magics. Even if it turns out we're just using wind spells instead of enchanted anything to push the carpet along, it will work, and get us what we need.

So, eS, why isn't Clear Skies working on the rainstorms over our heads? It seems like it should, unless it's ONLY effective on Storm Strike's storms.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 09, 2017, 02:59:04 pm
As opposed to enchanting and faith magic.  We also haven't had anything that flies before, and that's a more difficult application of wind magic than making winds blow.  As I see it, we have two bonuses in each, and could botch each one.  The changing material properties bit is where the faith magic comes in.. it's only the power of Allah that can create new materials, after all.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 09, 2017, 03:02:36 pm
The Desert Winds brings the warm, moist air from the southern seas, passes it over the hot desert, and then clashes with the cold front from Arstotzka.  Clear Skies works by pushing clouds around, so Clearing the Sky would dispell the Desert Winds.

Don't forget, you guys have an expense credit.

Polling closes in ten minutes.

Warm, light rain is not a problem for Moskurg troops everywhere except the developing trenches in the east, and even then our troops are poised to push the enemy out.  It is certainly less of a disadvantage than the freezing cold.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 09, 2017, 03:05:24 pm
So it's dice-rolled if there's a tie?
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 09, 2017, 03:05:37 pm
Got it.

Would using the expense credit on Desert Winds get us anything other than saving some mages?
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 09, 2017, 03:08:24 pm
Expense credit could be used to lower the cost of whatever we design this turn, because frankly both options stand a decent chance of entering in to NE territory.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 09, 2017, 03:09:58 pm
Yeah, I'm not advocating using it now. But if using the expense credit could allow us to deploy the Desert Winds spell more, or, rather, using the same number of mages for greater effect, we might be able to get another level of warming out of it. Maybe.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 09, 2017, 03:11:40 pm
I haven't given much thought as to what a cheaper Desert Winds would do.  If you can justify the effect of having it cheaper, I'll accept that.

Polling closed.
Coin flip has favored flying carpets.
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on May 09, 2017, 03:16:02 pm
You could say... Our troops are sky-high... I'll go now.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 09, 2017, 03:18:15 pm
Well, like I said, cheaper means that, for the same amount of mages, it will amplify the power they're pouring into the spell. Who knows, perhaps you can justify the use of the expense credit as extra production/money used to make copies of al-Mutriqa's Guide to Manipulating the Natural Patterns of Weather in Forenia to the Advantage of Moskurger Forces, Praise be to Allah
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 09, 2017, 03:23:33 pm
I was also somewhat worried that something that flies through magic spells will have issues if they invent antimagic.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on May 09, 2017, 03:24:38 pm
Could we please Do the adamantium next turn then i dont mean to bicker but we have promoted it for so long. ..
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on May 09, 2017, 03:26:49 pm
Their antimagic is limited to arrows/cannon balls, so I'm confidant our carpets can mostly keep out of range of that. (It's easier to shoot with a bow down than up after all)

Assuming nothing else direly needs our attention, I'm not against Adamantium next turn either.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 09, 2017, 03:28:04 pm
I'd kinda rather have flying eagles than carpets, but I'm not opposed to carpets, all in all.  Here's hoping we get some good rolls.
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on May 09, 2017, 03:46:22 pm
If it makes you feel better about the coin flip, my vote would have gone to the carpets anyway, but I had school so  :P
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on May 09, 2017, 03:51:39 pm
Im not oposed to the coin flip and carpets.  I only wanna see the enchanted gear asap
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 09, 2017, 04:22:41 pm
This would not be enchanted steel. We will NOT settle for half-measures like enchanting steel. It MUST be permanent.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on May 09, 2017, 04:35:34 pm
Given that the description (http://www.bay12forums.com/smf/index.php?topic=163276.msg7447754#msg7447754) specifically calls out the enchantment school as how we'll be making the stuff, good luck with that. What one spell does another spell can probably undo.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 09, 2017, 04:42:58 pm
Not to exclusion..
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 09, 2017, 04:43:02 pm
Yes, but I'm not voting for that version of adamantine for a reason. I'm saying to use magic, LATER, to turn metals PERMANENTLY into a better material with magic-like properties. Without the need of upkeep, or protection from antimagic.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 09, 2017, 04:46:09 pm
That's more or less the goal, yes.  The first part is to try and call on the divine powers of creation, and mate them with our abilities in enchantment to create a new kind of metal.  It would certainly be unmakable with a spell, as a spell would be used to create it, but antimagic would simply keep us from creating it.

We know this sort of thing is possible.. antimagic doesn't stop fireballs, for instance, or lightning bolts, only the creation of such.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on May 09, 2017, 05:11:10 pm
If you want a new kind of metal, that isn't something to go to Enchantment for, as Enchantment alters what already exists. You want Transmutation, or maybe Alchemy.

Also not convinced that something that depends on magic for it's shiny good qualities would be immune to anti-magic. Their anti-magic shells shut down our enchanted ballista, after all.
Title: Re: Wands Race - [Moskurg]
Post by: Sosoku234 on May 09, 2017, 05:16:41 pm
Quote from: Votes
Protection of the Higher Truths/Mirage Shield (0) :
Adamantium (4) : Devastator, Crazyabe, Detoxicated, Mardent23
Flying Carpet (5): NUKE9.13, Happerry, Madman198237, Kashyyk, Sosoku234
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 09, 2017, 05:21:22 pm
Voting got locked earlier. eS did a coin toss, the carpet won.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on May 09, 2017, 05:40:51 pm
So for our Revision, anyone want to try making levitating platforms that we can mount Ballista upon? We might be able to get to the next range bracket from the height advantage, and those mountain forts are going to be a lot less defensible once we can reliably fire down into them.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on May 09, 2017, 05:44:43 pm
Ballista mounted on flying carpets is a genius idea. We should probably revise them to swivel and point downwards without losing their ammo  at the same time though.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 09, 2017, 05:46:18 pm
We might want to armour plate the bottom of the carpets first. Unless you guys like arrows in your butts :P
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on May 09, 2017, 05:49:14 pm
Ballista mounted on flying carpets is a genius idea. We should probably revise them to swivel and point downwards without losing their ammo  at the same time though.
Didn't we already revise them so they could aim at a down-wards angle back when we upgraded to the enchanted ballista?

We might want to armour plate the bottom of the carpets first. Unless you guys like arrows in your butts :P
Would we? If we're firing from artillery range, we should be out of range of the enemy archers. I feel it defeats the point of flying artillery to then try to press the range closer with them. The benefits of flying artillery is the increased range from being able to fire from higher up, the fact that it's now really really hard for the enemy counter-artillery to shoot back with any expectation of actually hitting, and the part where they can follow a successful attack without needing to deploy and undeploy like the land bound ones.

None of that means we need to go try to advance within enemy bowshot.

If we want to do that, that's what the normal carpets with archers and firebombs are for.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 09, 2017, 05:52:25 pm
I meant for the regular flying carpets.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on May 09, 2017, 05:53:49 pm
Ah. Well, assuming they're an inch or so thick, that's not bad armor in and of itself. If our men are still wearing their normal armor as well, I don't think they'd be extra vulnerable to getting arrows in the rear end.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 09, 2017, 06:31:14 pm
Sorry I'm taking so long, guys.  I'm trying to figure out how to keep this balanced.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 09, 2017, 06:32:45 pm
Go with realism and throw balance out the window? :P
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on May 09, 2017, 06:35:26 pm
Eh, whatever we get from flying, they'll probably copy us sooner or later, and the more broken it is the more sooner it'll be.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 09, 2017, 07:14:23 pm
Design: Flying Carpets [3+2-2, 3+1-1, 3+1-1]


Ancient tales talk about secret vaults of treasures, guarded by demons and djinn that protected all manner of magical and mystical mayhem that lay within.  One of these artifacts was a carpet, enchanted with the power of flight.  Though we've never seen such a thing and the tales are obviously nothing more than fantasy, we decide that it's not a terrible idea.  After all, who wouldn't enjoy flying through the air on a magic carpet ride?  It opens up a whole new world, a new fantastic point of view of the battlefield.

The carpets are woven together and embroidered with the tales, hymns, and verses from our Holy Book that mention even the slightest hint towards birds, flight, and clouds.  We also stitch in a few prayers for good measure, and then enchant the whole thing with a specially-crafted spell that borrows heavily from Cyclone Shield and Gust of Wind.  This lets us generate lift, pushing the carpet off the ground when the enchantment is active.  The most difficult aspect is control; the only way to make the carpet lift off and settle back down is from the magical influence of a wizard.  It can reach quite impressive heights, allowing the mage to survey the battlefield from the clouds.

At the moment, that is all it can do.  The carpet will drift if the wind blows, but it has no locomotion of its own.  The mage can attempt to drift the carpet one way or another but there's no self-propulsion to allow them to zip around over the battlefield.  The carpet is also rather difficult to sit on, as the edges ten to curl up and the entire thing can shift one way or another with little warning.  In many cases, it flips altogether and the mage plummets to the ground.

It does allow us to survey the battlefield and relay information back to the ground by using several carpets and teletalk wands, but since the height is from our own lines only those with the keenest of eyes can do a decent job surveying.  The enchantment is still not permanent and requires periodic maintenance.  It also burns out faster as it flies, meaning the mage can't stay airborn for too long without risking a long fall back down.  Still, it increases our battlefield awareness, which is an immensely helpful thing.

Because this was an ambitious project, we receive penalties to our effectiveness, cost, and bug likelihoods.  The fact that we have experience with enchantments helps offset this, as does the holy words woven into its fibers.  Being primarily based in wind-magic also helps.  Very Expensive.



Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on May 09, 2017, 07:20:11 pm
weave wind magic into the carpets so that it has a way of moving for itself as well as being able to carry more weight and Not flip over
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 09, 2017, 07:27:18 pm
Quote
Fix Carpets! (Move by itself, carry more weight, but, MOST IMPORTANTLY, not flip over anymore): (2) Detoxicated, Madman198237
Title: Re: Wands Race - [Moskurg]
Post by: Sosoku234 on May 09, 2017, 07:34:00 pm
Quote
Fix Carpets! (Move by itself, carry more weight, but, MOST IMPORTANTLY, not flip over anymore): (3) Detoxicated, Madman198237, Sosoku234
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on May 09, 2017, 07:51:04 pm
Quote
Fix Carpets! (Move by itself, carry more weight, but, MOST IMPORTANTLY, not flip over anymore): (4) Detoxicated, Madman198237, Sosoku234, Happerry
Perhaps we could add a wooden or wicker frame around the edge of the carpet to keep it from flipping?
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 09, 2017, 07:59:54 pm
Hmmmm....Perhaps: Framing the magic carpet in staves inscribed with the spells and prayers and phrases and quotes and doggerel and gibberish and verses and hymns and tales and all that jazz will stabilize the magic carpet, increasing its durability and load-carrying capacity to hold a small group of Alnnar Almuqaddasa-bearing soldiers and the mage, who now has much greater control over the whole assembly.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 09, 2017, 08:36:40 pm
Most important is we need a way of propelling it over the enemy lines, so we can bomb their cannons and their towers.  Lifelines and some basic precautions should be able to keep people alive.

I am also feeling bad because all the reasons why I wanted a flying creature to do flying hit us here, which makes me think that if I didn't raise objections to it we wouldn't have gotten as many penalties to the roll.

We also have an expense chit.  Price is no object this turn, we need it to work.  A 1 leading to a fixed carpet but a price increase would be way better than a 1 that gives us nothing.

At least they shouldn't hit us in the air.  You'd need to accurately judge distance to something of unknown size, and get it dead on, not to mention get the direction and angle.  And that a cannonball might just rip a hole in a carpet but not knock it out of the sky.
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on May 09, 2017, 09:13:13 pm
Quote
IMPORTANTLY, not flip over anymore): (5) Detoxicated, Madman198237, Sosoku234, Happerry, S34N1C
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 09, 2017, 09:51:46 pm
Revision: Fixed Carpets: [3]
We experiment with several methods of fixing the flipping issue of our carpets.  We try chairs tied to the carpet, belts, hand-rails, safety cables, and a few other methods that all end up failing.

Then we try rolling up the carpet and riding it like a horse.

This ends up working surprisingly well; the mage can attach a saddle to the carpet, and they have a better center of gravity from this position.  It's actually pretty comfortable to ride!  Using this method the mage can then safely cast Gust of Wind to gently blow himself around the battlefield.  The "Pegasus", as our men have jokingly started calling it, can be equipped with a saddlebag filled with Firestorm Grenades and dropped from above.  This is terribly inaccurate, but great for harassing enemy troops.  The maximum height of the carpet is about 3/4 the maximum height of a longbow shot straight up, so it's not perfectly safe.  The slow and second-hand nature of navigation also means the mage is poor at dodging enemy arrows; they should be safe, so long as they don't fire en-mass (or use a highly-trained elite sniper).  We can deploy three or so per theatre, due to the expensive nature of the enchantments and manufacture of the rug.  Very Expensive.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 09, 2017, 09:56:36 pm
Well, that should be expense chit-worthy.  We don't need the bombs to be terribly accurate when we are dropping them on cannon and towers.  (which aren't terribly mobile, and the carpets aren't terribly fast.)  And we'll have the bonus of scouting the enemy troops.  And the power of their bows will be a lot less when shooting up, due to losing a lot of energy.

Expense Chit on the Flying Carpets.
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on May 09, 2017, 10:41:44 pm
Quote from: Expense Credit
Flying Carpet (1): Devastator
Save it (1): S34N1C
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on May 10, 2017, 02:14:51 am
Quote from: Expense Credit
Flying Carpet (2): Devastator, Kashyyk
Save it (1): S34N1C
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 10, 2017, 03:46:20 am
Hey, that's not bad for 4 3s in a row. A solid effort; we shall see how useful they prove to be in battle.

I do worry about this quote, though:
they should be safe, so long as they don't fire en-mass (or use a highly-trained elite sniper)
Because, uh, they totally use highly-trained elite snipers. With arrows that explode on contact with magic. So they don't even need to hit the mage, just anywhere close to them.

So, like, before our mages do anything stupid:

ORDER: Avoid approaching enemy lines on the carpets. Use them for skirmishing (when the enemy is not expecting them and will be too slow to react) and observation (safely out of longbow range) only.

I mean, if two of our commanders's brain cells happen to bump into each other, they'd come up with this on their own, but just to be safe, you know?

Quote from: Expense Credit
Flying Carpet (3): Devastator, Kashyyk, NUKE9.13
Save it (1): S34N1C
Quote from: Orders
Have carpets avoid enemy snipers (1): NUKE9.13
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on May 10, 2017, 04:07:29 am
Quote
Have carpets avoid enemy snipers (2): NUKE9.13, Detoxicated

Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 10, 2017, 04:22:52 am
The big question is if we can use these from our ships. If so they're going to have a FUN time dealing with our new 'aircraft carriers' :D
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on May 10, 2017, 04:51:04 am
Extension: firebomb grenades.  These grenades evolved frrom the fireshells. They can be easily thrown and due to their divine streamlined design they are quite acurate.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 10, 2017, 05:51:04 am
I think the big question is if they can take out cannon..
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on May 10, 2017, 07:17:15 am
Quote
Flying Carpet (3): Devastator, Kashyyk, NUKE9.13
Save it (1): S34N1C
Fireshell grenades (1): detoxicated
devastator i didnt unterstand your extension. What do you want to do to the carpets?
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 10, 2017, 07:56:21 am
Quote from: Expense Credit
Flying Carpet (3): Devastator, Kashyyk, NUKE9.13
Save it (1): S34N1C
Fireshell grenades (1): detoxicated
devastator i didnt unterstand your extension. What do you want to do to the carpets?
I believe that Firestorm Grenades are already cheap. Using an expense credit on them wouldn't help much. Whereas the carpets are Very Expensive, and getting them down to merely Expensive would be very useful.
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on May 10, 2017, 07:56:59 am
Quote
Flying Carpet (3): Devastator, Kashyyk, NUKE9.13
Save it (1): S34N1C
Fireshell grenades (1): detoxicated
devastator i didnt unterstand your extension. What do you want to do to the carpets?
Er Thats for the Expense credit...
Revision: Fixed Carpets: [3]
We experiment with several methods of fixing the flipping issue of our carpets.  We try chairs tied to the carpet, belts, hand-rails, safety cables, and a few other methods that all end up failing.

Then we try rolling up the carpet and riding it like a horse.

This ends up working surprisingly well; the mage can attach a saddle to the carpet, and they have a better center of gravity from this position.  It's actually pretty comfortable to ride!  Using this method the mage can then safely cast Gust of Wind to gently blow himself around the battlefield.  The "Pegasus", as our men have jokingly started calling it, can be equipped with a saddlebag filled with Firestorm Grenades and dropped from above.  This is terribly inaccurate, but great for harassing enemy troops.  The maximum height of the carpet is about 3/4 the maximum height of a longbow shot straight up, so it's not perfectly safe.  The slow and second-hand nature of navigation also means the mage is poor at dodging enemy arrows; they should be safe, so long as they don't fire en-mass (or use a highly-trained elite sniper).  We can deploy three or so per theatre, due to the expensive nature of the enchantments and manufacture of the rug.  Very Expensive.
Title: Re: Wands Race - [Moskurg]
Post by: Sosoku234 on May 10, 2017, 08:26:03 am
Quote
Flying Carpet (4): Devastator, Kashyyk, NUKE9.13, Sosoku234
Save it (1): S34N1C
Fireshell grenades (1): detoxicated
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 10, 2017, 11:08:29 am
Update will have to be later tonight, I'm afraid.  I can't really handle "3 phases a day" any more, so I'll probably try to do a design and revision one day and the combat phase the next.  It gives me time to mull over all the nuances of the combat.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 10, 2017, 02:07:40 pm
Update will have to be later tonight, I'm afraid.  I can't really handle "3 phases a day" any more, so I'll probably try to do a design and revision one day and the combat phase the next.  It gives me time to mull over all the nuances of the combat.
I almost feel like this goes without saying, but take your time, you know? I (presumably we) really appreciate your efforts- can't complain if the updates are merely fast as opposed to lightning-speed.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 10, 2017, 02:17:46 pm
We do not need to do anything with the grenades-they're far more plentiful than the carpets. So, Expense Chip the carpets, make them slightly more plentiful. Maybe we can eventually get cheap flying machines...It'd be hilarious.

Quote
Flying Carpet (5): Devastator, Kashyyk, NUKE9.13, Sosoku234, Madman198237
Save it (1): S34N1C
Fireshell grenades (1): detoxicated
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 10, 2017, 02:28:53 pm
Yeah, you guys got extremely lucky with your firestorm shells and firestorm grenades order.  Probably the best two rolls in the game.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 10, 2017, 02:38:50 pm
Yeah, but some terrible GM came along and forced us to not get super-powerful shells of death with a single roll.

It was terrible.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 10, 2017, 02:44:49 pm
Yeah...turns out letting a side get a mundane Wand of Fireballs with even greater range and expense level all in one turn is pretty unbalanced.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 10, 2017, 02:46:17 pm
Wait what? I was telling a joke, not sure what you're talking about or where it came from. Backstory please?
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on May 10, 2017, 02:57:20 pm
Wait what? I was telling a joke, not sure what you're talking about or where it came from. Backstory please?
Originally the Firestorm shells had the same AOE as the big fireball spell the other side has. This proved extremely painful for the other side, and so they wailed for mercy. And then the game master looked upon what he'd done, and said 'Well, they do have a point'.

As such, the Firestorm Shells were nerfed so they no longer had an AOE fit to slay entire squads of ten or twenty men in a single blow.

That's when people on our side started the wailing, but really... they did have a point.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 10, 2017, 03:00:09 pm
OK. Wasn't sure where the wands came in. I didn't realize that their fireball spells were tied to a wand.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 10, 2017, 03:12:40 pm
That's when people on our side started the wailing, but really... they did have a point.

Now if only their cannons didn't reload at musket speed..
Title: Re: Wands Race - [Moskurg]
Post by: Khang36 on May 10, 2017, 03:13:47 pm
So i was thinking seeing as trenches are slowly killing our men with all of this rain. Should we look into making an earth moving spell to make simple earthwork fortifications instead. Their canon shells would harmlessly bury into the dirt and our troop don't have to sit in trenches full of water.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on May 10, 2017, 03:48:06 pm
OK. Wasn't sure where the wands came in. I didn't realize that their fireball spells were tied to a wand.
They aren't... anymore. When this game started, each side was given the chance to choose between a selection of spellbooks and wands to start with. We got the Divination Spellbook and the Wand of Heroism. I forget offhand which spellbook they got, I think it was Summoning, but the wand they started with was the Wand of Fireballs.

Anyway, to make a long story short, they've obsoleted/reverse engineered said wand so they don't need it any more, but all their fireball spells source from that Wand of Fireballs they started with.

When we first got the Firestorm Shells they were just as good as the Wand of Fireballs... but cheaper and longer ranged. Also more accurate because we were comboing the Lucky Strike spell with it. After we spent one action on it. I hope you can see why this could lead to some complaints?
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 10, 2017, 04:02:08 pm
Yeah, the original Firestorm Shells were OP AF. I have zero complaints about them being nerfed.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 10, 2017, 04:11:21 pm
Part of the problem with magic is trying to keep things balanced.  Lucky Strike is probably overpowered, but it's a legacy spell from when Iituem started so I wont be nerfing it.  The Staff originally shut down all magic in an entire theatre all at once, then an hour later I realized how absolutely stupid that was and pushed it down to "skirmish" sized.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on May 10, 2017, 04:18:43 pm
For my own use and anyone else who wants to use it, I'm going to post an index here so we can go back and see what happened easier. I'll try to keep this updated as the game goes on.

Starting Post (http://www.bay12forums.com/smf/index.php?topic=163276.msg7394358#msg7394358)
Battle of 910 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7394813#msg7394813)
Battle of 911 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7395945#msg7395945)
Battle of 912 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7398012#msg7398012)
Battle of 913 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7399767#msg7399767)
Battle 914 <- Doesn't exist/Is Labeled as 915
Battle of 915 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7400806#msg7400806) <- Actually 914
Battle of 916 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7403100#msg7403100)
Battle of 917 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7406635#msg7406635)
Battle of 917 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7409382#msg7409382) <- No date in the battle report, and then it says we are entering the 917 Design Phase. Probably the Math Error of 914 catching up to the dates and causing accidental time travel.
Battle of 918 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7411213#msg7411213)
Battle of 919 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7413193#msg7413193)
Battle of 920 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7417335#msg7417335) <- The first battle I voted in!
Battle of 921 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7421374#msg7421374)
Battle of 922 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7428033#msg7428033)
Battle of 923 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7430924#msg7430924)
Battle of 924 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7432696#msg7432696)
Battle of 925 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7433932#msg7433932)
Battle of 926 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7435646#msg7435646)
Battle of 927 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7437257#msg7437257)
Battle of 928 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7438621#msg7438621)
Battle of 929 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7439874#msg7439874)
Battle of 930 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7443306#msg7443306)
Battle of 931 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7447720#msg7447720) <- Not there any more? No clue what happened.
Battle of 932 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7450593#msg7450593)
Battle of 933 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7461523#msg7461523)
Battle of 934 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7464925#msg7464925)
Battle of 935 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7468108#msg7468108)
Battle of 936 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7473457#msg7473457)
Battle of 937 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7477542#msg7477542)
Battle of 938 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480503#msg7480503)
Battle of 939 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7485555#msg7485555)
Battle of 940 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7489096#msg7489096)
Battle of 941 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7497144#msg7497144)
Battle of 942 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7502936#msg7502936)
Battle of 943 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509288#msg7509288)
Battle of 944 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7514860#msg7514860)
Battle of 945 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7528375#msg7528375)
Battle of 946 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7533398#msg7533398)
Battle of 947 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7541932#msg7541932)
Battle of 948 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7556346#msg7556346)
Battle of 949 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7568730#msg7568730)
The year is 949, and the war is over. (http://www.bay12forums.com/smf/index.php?topic=163276.msg7569666#msg7569666)
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on May 10, 2017, 04:44:22 pm
Wow. Three decades. Fun fact: I've been here since the beginning
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 10, 2017, 04:47:11 pm
21 years, actually.  And I've been GM'ing for about 15 now.  Ngl, I really thought one side would have won by now.
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on May 10, 2017, 04:49:15 pm
21 years, actually.  And I've been GM'ing for about 15 now.  Ngl, I really thought one side would have won by now.
Oh right, 31-10=21 not 31. Me am smart. 
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 11, 2017, 04:23:55 am
21 years, actually.  And I've been GM'ing for about 15 now.  Ngl, I really thought one side would have won by now.
It's the lack of a resource system like Sensei's game has, I think. It means there's no steamrolling just from capturing a piece of territory.

If it makes you feel any better, I feel like flight is an advantage that they have no way of replicating- I'd like to see them try to build ironclad airships.
...
Don't suggest ironclad airships to them.
Anyway, the point is, if we press our aerial advantage, we should be able to turn this war around- and unlike when we introduced artillery, they will be unable to even the playing field.
Wind magic best magic. Whose idea was Gust of Wind in the first place? I remember seeing it and thinking "Hey, that's a fairly good idea". I didn't realise at the time how important branching out would be.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 11, 2017, 04:36:06 am
Wow. Three decades. Fun fact: I've been here since the beginning

/me whistles..
Title: Re: Wands Race - [Moskurg]
Post by: Iituem on May 11, 2017, 06:03:17 am
I've copied that turn list into the OP for convenience, thanks Happery!
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 11, 2017, 07:21:50 am
I thought gust of wind was stupid and the initial effect was so underwhelming that we should just give up on it.

And then it became the critical component of our magical abilities.  Who would have guessed
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 11, 2017, 07:35:00 am
You need to neutralize that for having spells at all.  You can make any spell the centerpiece of a strategy.
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on May 11, 2017, 08:13:02 am
21 years, actually.  And I've been GM'ing for about 15 now.  Ngl, I really thought one side would have won by now.
It's the lack of a resource system like Sensei's game has, I think. It means there's no steamrolling just from capturing a piece of territory.

If it makes you feel any better, I feel like flight is an advantage that they have no way of replicating- I'd like to see them try to build ironclad airships.
...
Don't suggest ironclad airships to them.
Anyway, the point is, if we press our aerial advantage, we should be able to turn this war around- and unlike when we introduced artillery, they will be unable to even the playing field.
Wind magic best magic. Whose idea was Gust of Wind in the first place? I remember seeing it and thinking "Hey, that's a fairly good idea". I didn't realise at the time how important branching out would be.
That would be me
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 11, 2017, 09:18:54 am
Expense Credit:  Pegasus

The weaving of the carpets is the most time consuming aspect, but thankfully that can be performed through mundane means.  We set up a workshop and hire a number of carpet craftsmen to produce our powerful new weapon.  It's a simple task of weaving holy words into a fairly standard carpet, and once crafted our wizards do the more specialized task of enchanting the finished product.

As an added bonus, our carpets now have tassels on the edges.  This doesn't do anything, but it does look nice.  Expensive.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on May 11, 2017, 02:04:17 pm
Sounds good...
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 11, 2017, 02:25:18 pm
Combat for 932

The first official flight of the Moskurg Pegasi is a trepidatious one.  Moskurg wizards saddle their carpets, load up their saddlebags with grenades, and gently lift into the air.  The need to cut weight means they must go without pavise shields, and the need to cast Gust of Wind to move means they must go without a Staff to protect against magic.  Even with these vulnerabilities, they sail slowly towards the Arstotzkan camps.  Like a raven against the night sky they sail of the sparse treetops until they’re just over the enemy camp, and after a quick communication through the short-range teletalk wands they draw, light, and drop their firestorm grenades as one.
 
In the dead of night, a pair of grenades explode in the middle of the camp.
 
Chaos erupts as fire begins popping up at random in the camp, burning tents and equipment to ash and sending flaming soldiers stumbling for some semblance of protection.  They are caught entirely unaware, and as soon as it starts the attack stops.  Their supply of grenades spent, our wizards slowly drift back to our own lines with their mission complete.  This happens again, and again, until their camps are massive, sprawling things spaced out as far as they can feasibly make them.
 
The Pegasus was a success!
 
Arstotzka’s own attacks are successful, but nowhere near as devastating.  Their snipers can kill a dozen men at a time with no casualties, and their heavy calvary can do more damage but at the cost of being cut down.  Their mages can’t bring their fire to bear due to our anti-magic, and without our troops being left shivering in the cold they can’t even rely on the elements to help.
 
Moskurg has a massive skirmish advantage.
 
We are caught by surprise this year as Arstotzka begins shelling us from beyond Extreme range; Beyond Line-Of-Sight range.  The first shell hits a squad commander and takes his leg off at the knee, but other than that their barrages tend to be off-target.  We send up a Pegasus to observe that yes, Arstotzka has rolled out a new piece of artillery this year.  A giant metal monster that sends shells further than we’ve ever seen before, but they’re simply shooting blind.  Not content to sit back and be shelled all year long, our Theatre Commander orders our own ballistas forward.
 
With Lucky Striker our ballistas can hit with insane accuracy, even though it’s diminished at Extreme range.  Still, even with this accuracy, we’re caught off-guard by a second Arstotzkan innovation.  Their cannons can now match our ballistas for range, and out-pace them in rate of fire.  They’re still less accurate, but the true beast of the field is the few giant metal cannons they have poking up over their lines.  Our ballistas focus fire on those, destroying each one until it’s just their smaller cannons left.  The battle is fairly even here, and it might have slid towards Arstotzka thanks to their higher rate of fire and earlier bombardment, but we have Pegasi now.
 
Because both the ballistas and the Pegasi require actual trained wizards (not apprentices) to be used, we actually have fewer ballistas firing than normal this year.  The Pegasi make up for it handily though.  They sail over Arstotzkan lines and quickly begin lobbing their firestorm grenades down from on high.  They’re devastatingly effective, and once their longbowmen start shooting up our airmen quickly put up Cyclone Shields to protect themselves from the exhausted arrows that come sailing up at them.  It seems like they can’t be touched, until their elite mage-hunting troops begin shooting.
 
Mage-Hunters, with their superior bow skills and anti-magic bomb arrows, are effective at stopping the airborne threat.  The explosive nature of the arrow means they don’t even have to have a direct hit; the shrapnel is effective at sending our men tumbling from the skies.  The shards of crystal cut into the fibers of the carpets, and once damaged they quickly burn through what little magical enchantment they have stored and come crashing down.  They even come close to knocking out al-Mutriqa, sailing by with his multi-colored cloak and black phantasm troops, but he pulls back in time.  They manage to repel to our air forces, but by this point their lines are in complete disarray.  Our ground forces come charging across the gap between the lines and does a solid job of mopping things up, and they are forced to retreat further into their homelands.  Moskurg has gained a section of Taiga.
 
Our Theatre Commander notes that the carpet troops are a solid design choice.  They could benefit from a higher ceiling and faster deployment, though.  Longer-range teletalk wands would also allow for greater communication, as we are currently out of contact with them once they’re too high over head.  He also notes that the Arstotzkan bomb arrows are dangerously effective against our air troops, and though we won this instance it would not be hard for the tables to be turned.  He also notes that their new artillery would not be difficult to improve upon, and it could represent a shift in artillery advantage between our two sides.
 
Moskurg maintains their hold on the jungle and may now exploit what wood remains for resources.
 
Moskurg has gained a section of taiga!

 
 
Arstotzka assaults the desert from the mountains.
 
Their towers of frost make the descent into the badlands that separate the mountains from the desert bearable, cooling off the naturally hot area.  It won’t be snowing any time soon, but the weather has definitely cooled.  The rocky, sandy soil is poor for trenchbuilding and Arstotzka has a minor height advantage coming from the mountains, so we have a difficult time defending.  Their new artillery piece does a great deal of work, firing as often as they can.  They’re still shooting blind, but it does force us to update our tactics – on several occasions they’ve been dead-on, causing casualties before we can get out of the bombardment area.  Battles are brief, intense, and bloody.  Without tree cover our flying wizards are easier to spot during raids, but luckily it’s difficult to take advantage of seeing them coming.  Firing upwards at night is a tricky task, and though we take more casualties during the skirmishes here than we did in the jungle, we still manage to maintain a firm lead with regards to skirmishing.
 
Their smaller cannons are perhaps one of the deadliest things they have now that they’ve been upgraded, and especially so at Long or Medium range due to shots skipping across the smooth sandy ground.  Luckily their heavy calvary and men are uncomfortable in the heat despite the assistance of the ivory towers, but our Desert Wind blows sand in their faces.  It hinders visibility and finds its way into every nook and cranny.  Even better, the warm weather means storms are possible again, and our lightning strikes tend to favor the large metal cannons they’ve developed.  Without the lightning it might have been a close battle, but they are thankfully forced back.
 
Our Theatre Commander wonders if perhaps the carpets could be upgraded to allow us to drop entire squads of men behind Arstotzkan lines.  Such an innovation could easily turn the tide of war even more in our favor.  He is also happy that we’ve been able to use our lightning to great effect here once again; we will not be able to do so in the northern tundra.  Perhaps the Desert Wind could be improved upon?
 
Arstotzka fails to gain ground in the desert.
 
Things…go differently in the plains.
 
Their new long-range cannon doesn’t need to see what it’s shooting at, as our lines are all trenches dug into the muddy soil.  Their shelling is frequent, sporadic, imprecise, and wearying.  We’re forced to slowly pull back bit by bit to stay out of range of their new cannons, and they eat up the land they gain eagerly.  The increased distance between the trench lines means we can’t even strike them from long range anymore and use Lucky Strike to hit them with extreme precision.  Our carpet riders are again without tree cover here, sustaining casualties during raids and especially during assaults.  They’re effective, but not quite as effective as their new cannon.
 
Their new cannon isn’t enough to win the day all on its own, but it is definitely more of an advantage here and they are able to push us onto the back foot.  Another year of this and they’ll be able to take another section of plains.
 
Our Theatre Commander is worried about the new artillery.  Their smaller cannons are deadly enough on their own, but this trench warfare means their longer reach will eventually push us back.  If it weren’t for our Pegasus riders, we would have definitely lost a section of ground this year.
 
Neither side gains ground in the plains.
 
Battles in the sea benefit greatly from the Pegasus riders.  The decrease in cost means every ship can afford to carry one, although the fact that it requires a wizard for both the ballista and the carpet means they often have to choose which to carry.  A single ship with a Pegasus rider is a match for an Arstotzkan ship equipped with their smaller cannon, although they both tend to sink from damage sustained.  Their faster ships (which our Pegasus riders report is powered by some weird, heavy metal contraption) is faster than our ships and can dictate when and where engagements happen, and are able to sink several of our ships for each one lost.  This alone would let them further their hold on the seas, were it not for our air force.  Countering our carpet riders is even more difficult for them on the pitching seas, but frustratingly enough their special ships are faster and can keep out from under our deadly area of effect.  Our Pegasus riders are much more effective against their regular boats.  Unfortunately, the limited enchantment on the carpets means that a mage must land periodically to rebuff the spell, or else he might find it running out while over the water, crash, and drown.  Ultimately, both sides slaughter each other a lot and no one gains any ground.
 
Our Theatre Commander asks for deadlier carpet riders, or perhaps just a better ship.  They’ve been rapidly outpacing us on the sea for a while now, and he wants to put a stop to it.  The Pegasus riders are a good first step, but their faster ships, higher rate of fire, and ability to tank a hit means that they could easily shift the balance of power in their favor.
 
Neither side gains ground in the Eastern or Western Seas.
 
Revision Credit!!!
Many years ago, a brilliantly red shooting star sailed across the skies, inspiring Arstotzka’s troops and providing mild amusement for our men.  Once again the star is seen above, leaving a long red tail behind it as it makes its way across the sky.  To our surprise, this year the star doesn’t disappear back into the heavens.  Instead we watch as it comes down far to the east, striking the earth far beyond the horizon.  Plans are instantly made to travel to the landing site and claim whatever we may find there.  It will be a long journey, and it will be dangerous.  No doubt Arstotzka will also make an attempt to lay their foul hands on whatever Allah has chosen to send us, so whatever forces we send must be able to deal with them accordingly.
 
The Sultan asks for your judgement on what troops to send to claim the fallen star.  Keep in mind that whatever troops we send will be unable to fight for us this year, and if our opponent sends a superior force to claim the star they will likely crush what troops we send.  We don’t know what we will find when we get there, or indeed if anything even will be there, but it’s not something our Sultan is willing to leave to chance.  What should we send?


It is 933, the Design Phase.

Spoiler: State of Forenia, 933 (click to show/hide)

Spoiler: Moskurger Spells (click to show/hide)



Behavior Rules.  Please Read.
Spoiler (click to show/hide)
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 11, 2017, 02:27:24 pm
Sounds like a revision to make Lucky Strike inexpensive for apprentice level would be in order, then.  That would let us use more ballistas.

Quote
their new artillery would not be difficult to improve upon

Dammit.

Maybe antimagic aoe bombs, then for the design now?  Just make sure they take long enough to trigger so that we can fire/drop them.  And make them out of ordinary rock and stone so it's much harder to find them on the ground than a plainly carved staff.
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on May 11, 2017, 02:37:07 pm
 We did well. As for designs, can we look  at more applications for wind magic?
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 11, 2017, 02:40:36 pm
We did well. As for designs, can we look  at more applications for wind magic?

Well, we could go for a new boat with the wood.  We should be able to get a lot more speed, which should help.

Seriously, though, lets not make another wind spell.
Title: Re: Wands Race - [Moskurg]
Post by: Khang36 on May 11, 2017, 02:53:24 pm
The problem is that they have what seams to be steam engines for their ships we are going to need both our design and revision to even hope to beat that.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 11, 2017, 03:03:05 pm
Hmm. There is only so much one can do with a ballista. Their big metal cannons outclass us, even if they aren't especially accurate.

So pretty much every theatre would like better carpets. Can't say I blame 'em. I think we should focus on air power this turn. Perhaps a little something like...

The Alsamma Safina: What's better than a flying carpet? A flying ship! The Alsamma Safina (Sky Ship) consists of a wooden hull made of strong but lightweight jungle wood, suspended by ropes below a massive 'balloon' made of flying carpets. The balloon lifts the ship into the air, and innovative 'propellers' move the ship forwards (driven by wind magic, of course).
The Alsamma Safina carries a dozen crewmembers, including a master wizard who captains the vessel, and three apprentices- one to maintain the lifting enchantments, one to provide propulsion, and one to perform miscellaneous spells, such as casting Lucky Strike on the ballista, or use a staff of Tubikh Rrahim to protect against enemy magic. The rest of the crew are mundane, albeit highly skilled soldiers, who man the ballista, fire arrows and throw grenades at the unfortunates below, and pull ropes and twist levers and whatnot to keep the ship flying. Also included are a skilled tailor and carpenter, who can fix the balloon and ship respectively.
The Alsamma Safina can be used to perform devastating raids on enemy lines, with the passengers protected from enemy fire by the wooden hull of the ship. It can also be used to ferry troops behind enemy lines.

Now, you may say "Building a zeppelin is ridiculous", but to that I say, they managed to build ironclads.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 11, 2017, 03:05:19 pm
An airship would likely be VE. Rather than using them we just make our magic carpets FASTER. They can't hit us if we're going faster than their arrows possibly can.
Title: Re: Wands Race - [Moskurg]
Post by: Khang36 on May 11, 2017, 03:07:24 pm
They have iron clads? I thought they just have steam powered ships
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 11, 2017, 03:09:27 pm
If we instead use the design AND revision to upgrade the carpets, say by making them faster, capable of going higher, longer-wearing, and even larger (Carpet, not horse), we could probably scrape an advantage out of this. I really don't think that a sky ship is a good investment right now. Especially not dependent on our extremely limited carpets. It'd make great target practice even for the enemy's largest cannons.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 11, 2017, 03:09:39 pm
They have iron clads? I thought they just have steam powered ships

They seem like mundane ships, except for the giant steel containers and a paddle on the back.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 11, 2017, 03:13:42 pm
To be fair to fire on the airships their cannons would need to be able to angle that high in the first place. So from enemy fire they should be very safe. I mean if they develop good AA in the same turn we know they're cheating.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 11, 2017, 03:17:08 pm
Considering you've just developed bombers this turn, I don't think it's unreasonable for them to develop AA.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 11, 2017, 03:18:07 pm
Well, technically they already have AA in the form of those snipers. Using cannons for it WOULD be a stretch though.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 11, 2017, 03:22:04 pm
An airship would likely be VE. Rather than using them we just make our magic carpets FASTER. They can't hit us if we're going faster than their arrows possibly can.
Absolutely it would be VE, if not NE. But it would also be immune to small-arms fire, and allow us to deploy far more ordinance. Faster carpets would also be good... but where's the fun in that? (Note that, unlike with strapping wings to horses being 'fun', an airship is not literally dead weight- there is some function to its larger size)

They have iron clads? I thought they just have steam powered ships
They seem like mundane ships, except for the giant steel containers and a paddle on the back.
Oh. I thought they were armour-plated? Well, that makes them a lot less of a threat than I thought they were. Still, steam-powered ships.

If we instead use the design AND revision to upgrade the carpets, say by making them faster, capable of going higher, longer-wearing, and even larger (Carpet, not horse), we could probably scrape an advantage out of this. I really don't think that a sky ship is a good investment right now. Especially not dependent on our extremely limited carpets. It'd make great target practice even for the enemy's largest cannons.
Their cannons are not designed for AA capabilities. So long as we move fast and high enough, they won't be able to track us.
Also, carpets are not extremely limited, they are Expensive. The limiting factor is the number of mages we have- which makes increasing the number of carpets per mage a good idea.

Considering you've just developed bombers this turn, I don't think it's unreasonable for them to develop AA.
Not the sort that could take down an airship, though. Their anti-mage snipers are already doing a good job against unarmoured carpets, so why would they try to improve on that?


Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 11, 2017, 03:25:55 pm
...Alright, you've convinced me. And hey, it'll win us the seas when they realise they can't shoot our ships :P

Might want to revise cyclone shield to protect against cannons though.

Quote
The Alsamma Safina (http://www.bay12forums.com/smf/index.php?topic=163276.msg7450656#msg7450656) (2): NUKE9.13, Taricus
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on May 11, 2017, 03:27:36 pm
Question: why Don't we work on water magic? If we were to make a spell based moderately off gust of wind to propel our ships, and modified it to work on water we could then work next turn on making massive bubbles of blessed air with which to travel under the sea in, Allowing our troops to literally march up to their coast without having to worry about getting their feet wet.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on May 11, 2017, 03:50:11 pm
Adamantium Transmutation: This spell turns iron into adamantium, a harder and swifter metal with higher protection qualities. Adamantium is prone to be enchanted.


I believe we should counter their heavy cavalry by upping our armor already...
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 11, 2017, 03:58:15 pm
(Jungle/Taiga)
Our Theatre Commander notes that the carpet troops are a solid design choice.  They could benefit from a higher ceiling and faster deployment, though.
(Desert)
Our Theatre Commander wonders if perhaps the carpets could be upgraded to allow us to drop entire squads of men behind Arstotzkan lines.  Such an innovation could easily turn the tide of war even more in our favor.
(Plains)
Our Theatre Commander is worried about the new artillery...If it weren’t for our Pegasus riders, we would have definitely lost a section of ground this year.
(Sea)
Our Theatre Commander asks for deadlier carpet riders, or perhaps just a better ship.
Literally every theatre wants better aerial troops. I've got nothing against Adamantium, but now is the time for the skies to get some love.

If you want more evidence, observe the brewing salt in the OOC thread about our carpets. If the enemy hates it, we should love it.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on May 11, 2017, 04:00:09 pm
yea sure, I find it funny how we never go after that adamantium even though many people have said they wanted to do it eventually. When will that point be?
Title: Re: Wands Race - [Moskurg]
Post by: Khang36 on May 11, 2017, 04:03:59 pm
eventuallytm
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on May 11, 2017, 04:57:42 pm
Quote
The Alsamma Safina (3): NUKE9.13, Taricus, Happerry

I wanna use the Revision to upgrade our carpets but this is a fine try for our design. Either that or try to make Lightning Rods so we can start using lightning magic without risking killing our own wizard.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 11, 2017, 05:07:30 pm
I think Allah has made his will known about specifically targeting someone with lightning :P
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on May 11, 2017, 06:49:28 pm
I'm assuming we've moved past Gale  Stones.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 11, 2017, 07:10:03 pm
We might still consider upgrading our Firestorm shells with a similar enchantment, but it's not necessary right now. We need to upgrade our ships at sea to match theirs. Using our jungle wood ought to make it easier and cheaper to upgrade our sailboats into fast, perhaps even slightly stronger ships.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 11, 2017, 07:36:33 pm
Dammit guys, dirigibles are not wind-powered.  They operate through buoyancy, which requires lighter than air gases.  We don't have that.  We don't have good fuels or fire magic for hot air balloons, either.  And in any case, propelling them via gusts of wind is essentially inconcievable due to the vastly greater mass compared to the amount of thrust.

Such a thing would be useful, but they're huge.  Very, very huge.  And requires large quantities of lighter-than-air gases, which is something we don't have, and don't even know can exist.

So I'm voting for Adamantium. (http://www.bay12forums.com/smf/index.php?topic=163276.msg7447754#msg7447754)

Quote
The Alsamma Safina (3): NUKE9.13, Taricus, Happerry
Adamantium (2): Devastator, Detoxicated
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 11, 2017, 08:12:44 pm
Well, we can't solve that without trying!
Title: Re: Wands Race - [Moskurg]
Post by: Khang36 on May 11, 2017, 08:26:41 pm
Hello guys seeing as cannons are killing our forces and in the desert they can't make trenches. I propose we make some sort of earth shaping spell to allow our forces to be able to quickly put up defencive positions. Idealy i was thinking that they will be able to raise up a wall of stone with a mount of dirt or sand in front of the wall to absorb the impact of their cannons this way not only will it provide cover for our forces it will give cover for our ballistas as well.
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on May 11, 2017, 08:31:38 pm
Quote
The Alsamma Safina (3): NUKE9.13, Taricus, Happerry
Adamantium (3): Devastator, Detoxicated, Crazyabe
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on May 11, 2017, 08:45:35 pm
Question: why Don't we work on water magic? If we were to make a spell based moderately off gust of wind to propel our ships, and modified it to work on water we could then work next turn on making massive bubbles of blessed air with which to travel under the sea in, Allowing our troops to literally march up to their coast without having to worry about getting their feet wet.
I like this, but the buereaucracy is slow, I think I will support this in the future, for now we must decide if we want to airship or if we want to go adamantium...
Hello guys seeing as cannons are killing our forces and in the desert they can't make trenches. I propose we make some sort of earth shaping spell to allow our forces to be able to quickly put up defencive positions. Idealy i was thinking that they will be able to raise up a wall of stone with a mount of dirt or sand in front of the wall to absorb the impact of their cannons this way not only will it provide cover for our forces it will give cover for our ballistas as well.
I like this as well, also a possible spell to weave into adamantium eventually...
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 11, 2017, 10:08:38 pm
Whatever.  After giving it some thought, Arstotzka's plant mages can now affect patches of plants in a diameter equal to their height and grow them up to their own height, regardless of the plants type or initial size.  All their boats are now steam ships, because it makes sense that an ordinary wooden boat cost the same with a steam engine on it.  I'm not changing their new artillery piece or nerfing Moskurgs carpets.  I'm tired of arguing. 
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on May 12, 2017, 02:03:36 am
War Pegasi - By refining the enchantment and gust of wind that moves the carpet, we increase its stability,  precision and endurance,  increasing operational flight time,  flight ceiling,  manoeuvrability and speed.. The modified enchantment allows the carpet to stayed rolled up,  or become flat and rigid as a board. The flattened version can carry additional passengers as initially designed. The rolled version,  being lighter and more stable, is rideable by an apprentice.


Ambitious I know,  but I believe a good roll will be able to get us this. I would go for adamantium, but I think we're in much greater need of this.  Better to refine each thing in turn rather then produce a load of half finished junk.

We don't have the experience to make an airship that won't suck and be NE.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 12, 2017, 02:18:57 am
I'm in favor of throwing up two or three pieces of half-finished junk, and then fixing the one that we can use to change the game, or using one of those half-finished pieces to combine with something else for awesome.

Do remember the last game where the endless pursuit of the best machine gun simply meant our previous one was discarded for a slight improvement, rather than something that adds a whole new bonus.  Improved flying carpets could be amazing, but Adamantium would let us mount archers with effective arrows on the carpets, which should help a lot against their snipers and such.  It would also let the pilots wear better armor, which would help against their bomb arrows.

I'm not against improving the flying carpets, but I think that would be best done by proxy.  It's only functional because we have the grenade bombs, after all.  If we didn't, it would be for spotting only.

Basically, we've got a lot of ways to improve it other than by designing it again directly.  Making Gust of Wind cheaper would let us use an apprentice to propel it around should we get more than one rider, making Lucky Strike cheaper would free up more mages to fly the carpets, etc.  We can do a new design once we have the supporting tech up.

Plus, they get really mad when we hit them with something new.  Making a special metal would make them really mad again and that's it's own reward, really.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 12, 2017, 02:46:38 am
Whatever.  After giving it some thought, Arstotzka's plant mages can now affect patches of plants in a diameter equal to their height and grow them up to their own height, regardless of the plants type or initial size.  All their boats are now steam ships, because it makes sense that an ordinary wooden boat cost the same with a steam engine on it.  I'm not changing their new artillery piece or nerfing Moskurgs carpets.  I'm tired of arguing. 
I can accept this. You have my condolences regarding, and gratitude for putting up with, the subset of Arstotzkans who seem determined to master the mystical art of salt summoning.
One-thousand praises upon you for running this game.



Anyway, having thought about it some more, and considering how long it took them to design their ironclads steamships, I'm no longer of the opinion that the Alsamma Safina is the best option this turn. Perhaps when we have more experience.

Dammit guys, dirigibles are not wind-powered.  They operate through buoyancy, which requires lighter than air gases.  We don't have that.  We don't have good fuels or fire magic for hot air balloons, either.  And in any case, propelling them via gusts of wind is essentially inconcievable due to the vastly greater mass compared to the amount of thrust.

Such a thing would be useful, but they're huge.  Very, very huge.  And requires large quantities of lighter-than-air gases, which is something we don't have, and don't even know can exist.
I am aware that the Alsamma Safina would not actually be a proper airship. The bit about it using a balloon is just fluff; it's just a colourful way of combining dozens of carpets into a single entity. Yes, if this were real life, it would require H or He to float, but, may I remind you, it's magic. And I realise that gusts of wind would be a bit weak in terms of propulsion, hence why I suggested magical propellers.

Anyway, this is just in defence of the idea in case it comes up some other turn. For now, I'm going to support a more humble revision to our Pegasi- with the hope that the gained experience will pave the way towards the return of the airship.

Quote
The Alsamma Safina (2): Taricus, Happerry
Adamantium (3): Devastator, Detoxicated, Crazyabe
War Pegasi (2): Kashyyk, NUKE9.13

Again, I have nothing against Adamantium, but literally every theatre wants better aerial troops.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 12, 2017, 02:52:12 am
If we get adamantium we might be able to manufacture helium via a similar process..

Nah, it's mostly that I don't want to roll out airships until we have something to make them really, really useful, so we'll backfoot them again.  Right now we're looking at Carpets +1, and I don't think that's gamechanging enough.

Plus, well, I kinda want actual airships now.  We could deploy antimagic from them, and it's the kind of thing that with a couple of extra bonuses, may be worth it at National Effort.
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on May 12, 2017, 02:49:36 pm
Given, we may have to revise  our ammunition. Fire and airships don't go too well together.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on May 12, 2017, 05:11:39 pm
With adamantium at hand we can add wind of gust enchantments to rods to add them onto carpets.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on May 12, 2017, 05:44:57 pm
I can accept this. You have my condolences regarding, and gratitude for putting up with, the subset of Arstotzkans who seem determined to master the mystical art of salt summoning.
One-thousand praises upon you for running this game.
100% Full Agreement.

Again, I have nothing against Adamantium, but literally every theatre wants better aerial troops.
This is basically my reasoning too.

Quote
The Alsamma Safina (1): Taricus,
Adamantium (3): Devastator, Detoxicated, Crazyabe
War Pegasi (2): Kashyyk, NUKE9.13, Happerry
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 12, 2017, 05:52:30 pm
Quote
The Alsamma Safina (0):
Adamantium (3): Devastator, Detoxicated, Crazyabe
War Pegasi (4): Kashyyk, NUKE9.13, Happerry, Taricus
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on May 12, 2017, 06:13:19 pm
Seriously why?
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 12, 2017, 06:51:29 pm
I'm not going to object to it that hard, as the carpets were kinda the result of some fairly bad rolls, (and hence we're not trying to replace a pile of sixes), but I do think that improvements to them would be better come through revisions on the components.  A rev on the gale-shield based enchantment for greater duration or altitude, a revision on Gust to let it be more powerful.. a rev of Lucky Strike so we have more mages available for our available carpets.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on May 12, 2017, 07:54:25 pm
...Ugh, that is a good point but I don't really want to switch right now because I really don't want to deal with this forum for the next few hours or at least until I stop wishing for the power to strangle people through the internet so if I switch now I can't be argued with.... ah, bleh.

Quote
The Alsamma Safina (0):
Adamantium (4): Devastator, Detoxicated, Crazyabe, Happerry
War Pegasi (3): Kashyyk, NUKE9.13, Taricus

Switching because we're hitting the end of how much we can pump the ballista up before it starts being to costy to be worth it and our best successes have been from changing how things work. If we can get, say, Wheeled Pavise shields that can soak artillary fire or something out, we can change the game again. And the carpets issues can be solved by revision. Really, the main one is the no innate mobility issue, that that doesn't need a design to fix.

Or if we do spend a design on the Carpet, I want to use that design to add in good useful new things, and not fixing old things. Fixing old things is what Revisions are for, after all.
Title: Re: Wands Race - [Moskurg]
Post by: Khang36 on May 12, 2017, 08:23:55 pm
You don't need a shield to block the shells with out HE shells a mound of dirt can stop the shells. If we want to develope a better way to protect pur troops it would be easier to make a earth shaping spell to to make some short stone walls with dirt or sand in front. The dirt and sand will be able to absorb the impact of their shells and the wall is there so it dirt and sand doesn't spill over onto our troops. This will give our soilders and ballista the aame protection of trenches and if the enemy takes them all they get is a wall to their backs.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on May 13, 2017, 09:46:11 am
If we get the adamantium working we should be able to easily add all types of enchantment onto anything
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on May 13, 2017, 12:36:02 pm
If we get the adamantium working we should be able to easily add all types of enchantment onto anything
...How does 'Better metal' mean 'easy enchantments on all types of enchantments onto any thing we want to enchant'? I don't get this line of logic.
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on May 13, 2017, 12:39:40 pm
Quote
The Alsamma Safina (0):
Adamantium (4): Devastator, Detoxicated, Crazyabe, Happerry
War Pegasi (4): Kashyyk, NUKE9.13, Taricus, S34N1C
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on May 13, 2017, 12:58:10 pm
Because it was stated in my design proposotion, its a transmutational spell turning iron into adamantium. A harder and more easily enchanted metal.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 13, 2017, 12:59:03 pm
Quote
The Alsamma Safina (0):
Adamantium (4): Devastator, Detoxicated, Crazyabe, Happerry
War Pegasi (5): Kashyyk, NUKE9.13, Taricus, S34N1C, Madman198237
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 13, 2017, 01:12:10 pm
"more easily enchanted metal."

That was explicitly not in my design proposal.  The more features we add, the more penalties there are added to the roll, and enchanting objects is already quite easy.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on May 13, 2017, 01:20:03 pm
"more easily enchanted metal."

That was explicitly not in my design proposal.  The more features we add, the more penalties there are added to the roll, and enchanting objects is already quite easy.
post your design then
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 13, 2017, 01:22:18 pm
http://www.bay12forums.com/smf/index.php?topic=163276.msg7447754#msg7447754 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7447754#msg7447754)
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on May 13, 2017, 01:36:58 pm
Quote
Adamantium.
It is known that Allah created all that exists on this world, from the greatest to the smallest.  It is also known that the divinity is on our side, as His support for our mages, our magic, and our cause is well known.  At this time, we have need of some of his holy powers of creation, and seek to combine them with our skills in enchantment, to create a spell that renders ordinary earthly steel into a superior metal of His own creation, that is anchored in this world unlike the crystals of the heathen Arstotzkans.

Sure I am willing to switch to this.
Title: Re: Wands Race - [Moskurg]
Post by: Sosoku234 on May 13, 2017, 06:20:15 pm
Quote
The Alsamma Safina (0):
Adamantium (5): Devastator, Detoxicated, Crazyabe, Happerry, Sosoku234
War Pegasi (5): Kashyyk, NUKE9.13, Taricus, S34N1C, Madman198237
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 16, 2017, 06:03:31 pm
After a bit of a break, I think I'll give Wands Race another chance.  If you guys are up for picking this back up, then I am too.

That being said, I have a new-found intolerance of whining, so please respect Rule #2 in the Salt Addendum.

It seems like the vote is tied.  Unless that changes soon, I'll flip a coin and roll up the design for the winner.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 16, 2017, 06:18:56 pm
Definitely up for it. Honestly, I'd just as soon get into it. I'd say just flip the coin, roll for Arstotzka if possible, then let's see if we can get people in here for a sort of fresh start.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 16, 2017, 09:12:51 pm
Design: War Pegasi [1+2, 1+2, 2]

Well, we've run into the same problem again.

Applying more than one spell enchantment is something we've never tried before, so it's a bit difficult getting the (now rather complex) prayers, hymns, legends, verses, and holy words woven into the carpet.  The spell weaving is also time consuming, and requires golden thread to be woven throughout the carpet.  We can do it...but the more of Allah we call into the carpet, the more independent they get.

Much like the Spear of Allah, we have difficulty getting the carpets to obey their masters.  They will obey more mundane orders - rise, lower, forward, back - but more complex orders result in the carpet literally bucking their riders off.  This occurs when the carpet moves at more than a walking pace, rising too high, or when the rider attempts to turn or stop.  After much philosophical debate, our Researcher Priests conclude that much like lightning, a carpet has no problem performing its function; it's when we attempt to exert more control over the divine nature of flight it rebels.  That's not to say we can't get it to do what we want...probably.  We just need to figure out some way to...trick it into doing what we want.

Preliminary tests show that the carpet could perform much better than we want - perhaps even rising above longbow range, or moving without the rider casting Gust of Wind.  They just rebel when we attempt to control them too heavily.

The additional spellwork makes the new carpets Very Expensive.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 16, 2017, 09:24:30 pm
This was a particularly unfortunate roll.  Sorry about that.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 16, 2017, 09:24:53 pm
Nah, it's fine. No need to apologise.
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on May 16, 2017, 10:51:24 pm
Well, we could try to revise that so it's usable
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 17, 2017, 12:43:43 am
It's been a while, so I can't remember if we had anything more important to revise. Assuming we don't;

Taming of the Pegasus: The fact that spells take on a sort of 'intelligence' of their own once they gain sufficient complexity is intriguing, and definitely a line of research worth pursuing in the future. Right now however, it is a problem. But not an unsolvable one! The War Pegasi, perhaps influenced by the projected imagination of their riders, have started acting like wild horses. Well, we know how to deal with wild horses. They must be tamed.
A team of mages, guided by an imam and a horse tamer, 'communicate' with the Pegasus, rewarding it for good behaviour with gentle treatment, punishing it for bad behaviour with a carpet beater. Eventually, the carpet will 'learn' to act at its rider's behest... in theory.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 17, 2017, 12:59:03 am
Lucky Strike to be cheaper, so we can free up more mages to man the existing carpets.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 17, 2017, 12:59:21 am
You know Nuke I was thinking that the pegasus was getting intelligent too, Fixing that might just mean we can coax the spear of allah into working right.

@EvictedSaint: How far can Spear of allah be aimed?
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 17, 2017, 01:08:04 am
The mage needs to be able to see the target they're casting against.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 17, 2017, 01:14:34 am
Clearly or...?
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 17, 2017, 01:18:27 am
Yes, they need to be able to target where they want to hit.

Not that it matters, since it's a 50-50 shot of killing themselves and they can't do it in snowy weather.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 17, 2017, 01:24:51 am
Ah, right.

Hmm... How do you guys feel about making fire arrows based off our hand grenades?
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 17, 2017, 01:29:19 am
I don't want it as that would be redundant if we ever get adamantine.  Revising our napalm into a burnable fuel might be of more benefit.  Or cheapening Lucky Strike so we have more carpets available due to requiring fewer full mages to man our ballistae.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 17, 2017, 01:30:19 am
You saying that letting our archer set things on fire will be redundant? WHY I NEVER!
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 17, 2017, 01:32:01 am
You can't kill someone more than dead, and if the arrows cut through their armor like cheesecloth, they're just as dead that way.

Anyway, I vote for Revised Lucky Strike, where we try to streamline or simplify the casting process.  It might be through specific training, or use of wands to remove parts of the process, but if it's castable by apprentice that frees more mages to fly carpets.

(This turn is also a good demonstration of why I don't like using designs to fix partly-broken equipment.  In general, we need to beat the roll used to create the previous equipment to get anything of value.)
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 17, 2017, 01:39:22 am
True, but being able to arc our arrows over their fortifications and set fire to everything, along with the horse archers being able to burn down camps from a greater distance, is a worthy goal.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 17, 2017, 01:41:16 am
True, but being able to arc our arrows over their fortifications and set fire to everything, along with the horse archers being able to burn down camps from a greater distance, is a worthy goal.

It wouldn't be useless, but I don't see it as being particularly necessary.  Plus if they come up with an anti-fire spell, I don't want to walk into the situation they did with their crystal weapons.

We could also try for Detect Sniper, which might help our fliers avoid their snipers, as well as helping us in skirmishes.

In fact, I think I'll change my vote to that.

Detect Sniper.  A non-magical ambush where people line up with bows or set traps waiting for the right opportunity to strike is not so very different than a person picking a specific target and moving in to create the right opportunity to strike.  Hence the spell to detect one of the above is not so very different than the other, and can be revised from the existing Detect Ambushes spell.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 17, 2017, 01:45:30 am
Man they've had how long to make that anti-fire spell? I highly doubt they'll make one any time soon.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 17, 2017, 01:47:20 am
I would rather not depend on them being incompetent.

(About 3 turns, IIRC.  We didn't make the napalm very long ago, and they've been howling about the napalm a lot.  They might get hung up countering the carpets, otoh.)
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on May 17, 2017, 02:05:01 pm
Personally I want to get the Mirage Shield up and running to counter their growing artillery advantage.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 17, 2017, 02:24:19 pm
Personally I want to get the Mirage Shield up and running to counter their growing artillery advantage.
Their ultra-extreme-long range artillery is just firing blind, though. Illusions wouldn't really help much.

Anyway, a bunch of talk, not a lot of voting. What's it gonna be, people?

Quote
Taming Pegasus: (1) NUKE9.13
Detect Sniper: (1) Devastator
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on May 17, 2017, 02:35:53 pm
Put me down for pegasus taming.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 17, 2017, 02:39:00 pm
Quote
Taming Pegasus: (2) NUKE9.13, Kashyyk
Detect Sniper: (1) Devastator
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 17, 2017, 05:17:55 pm
Quote
Taming Pegasus: (3) NUKE9.13, Kashyyk, Madman198237
Detect Sniper: (1) Devastator
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on May 17, 2017, 05:19:43 pm
Quote
Taming Pegasus: (4) NUKE9.13, Kashyyk, Madman198237, Detoxicated
Detect Sniper: (1) Devastator
Title: Re: Wands Race - [Moskurg]
Post by: Sosoku234 on May 17, 2017, 06:11:20 pm
Quote
Taming Pegasus: (5) NUKE9.13, Kashyyk, Madman198237, Detoxicated, Sosoku234
Detect Sniper: (1) Devastator
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on May 17, 2017, 10:22:00 pm
Personally I want to get the Mirage Shield up and running to counter their growing artillery advantage.
Their ultra-extreme-long range artillery is just firing blind, though. Illusions wouldn't really help much.
It's firing blind for now. Unless we change our votes to making some sort of beyond visual range artillery this turn, they're going to keep the bombardment advantage and it's just going to get worse as they upgrade it and come up with their own magic radios to relay targeting information or whatever solution they come up with. And Mirage Shield would also counter their normal ranged artillery as well, which we're slowly loosing against.

Quote
Taming Pegasus: (6) NUKE9.13, Kashyyk, Madman198237, Detoxicated, Sosoku234, Happerry
Detect Sniper: (1) Devastator
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 18, 2017, 10:42:54 am
Revision: Pegasi Taming [3]

Turns out taming carpets is nearly identical to taming horses.  Our wizards must put in some time to break each newly enchanted carpet, but once they do they are much more managable.

Our War Pegasi can now fly above arrow range and move slightly faster than running man.  Very Expensive.


Please decide what troops to send to reclaim the fallen star.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 18, 2017, 11:28:26 am
Well, let's see. We can't really spare a large amount of troops from any front. Then again, we can afford to lose a section of Tundra. So maybe we can.

Let's send a large proportion (perhaps a third?) of our army that has invaded the Taiga (ie the former Jungle army). The remaining troops have permission to cede ground in the Taiga if necessary, but not to let them cross into the Jungle.

If they send more forces than that, we are almost guaranteed to make progress on the flank they pull the forces from.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on May 18, 2017, 11:33:01 am
+1
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on May 18, 2017, 12:09:34 pm
Sounds good to me.
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on May 18, 2017, 12:15:18 pm
Just a Suggestion, but rather then Dispersing our newly broken in carpets among all the Areas, Lets Send ALL of the new carpets with our troops to the fallen star, and keep using the old ones in combat.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 18, 2017, 03:23:40 pm
I agree---send one third of the Taiga forces to secure that fallen star. We do NOT want to lose these new carpets. They're so much better.

However, next turn: Screw The Carpets

OK, so we now have a carpet. Rolled up. And saddled. And then trained like a horse.

Let's cut the middleman here, alright?

Flying Horses: We enchant the saddle and then fly a horse with that. Instead airborne cavalry. When the enchantment runs down, you land (Requires non-magic means of propulsion, we're not using our wizards as a standard cavalry unit) and carry on the fight....from behind the enemy. Burn the siege engines. We win the artillery war, and then the infantry war.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 18, 2017, 03:32:56 pm
In your metaphor, I think the horse is the middleman. The lifting power required to lift an entire horse- so that you can drop to the ground later? Why? Just stay in the air, where they can't hit you!

Besides, I think we will have more important things to design next turn. Some people would really like us to get into transmutation, or we might want to counter their naval advantage with a new ship built from jungle hardwoods (deforesting what's left of the jungle to build new ships... hey, it benefits us, better formation fighting!)
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on May 18, 2017, 07:38:57 pm
I'm for the ships. Of course, I would have liked it if we had done it this turn. We need to get those things rolling before they have a chance to take back a piece of the jungle.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 18, 2017, 08:46:33 pm
It's gonna be funny when, in three or four turns, eS says "By the way, your new ships can't be replaced any more, because the jungle is a blackened, cratered, hideously deformed wasteland and you just chopped down all but the last grove of trees. By the way, do you want that last grove chopped down?" before unleashing !!elves!! upon us.
Title: Re: Wands Race - [Moskurg]
Post by: Mardent23 on May 21, 2017, 11:24:55 am
Wood elves, or regular elves?
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 21, 2017, 11:40:43 am
'but that doesn't involve wind!'

Nah, I want to get the super-metal out.  I'll let us replace the ballistas, which will help with whatever new ship we build, and improve basically all our troops in a wide variety of situations.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on May 21, 2017, 05:49:11 pm
Super-Metal!!!
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 21, 2017, 11:55:46 pm


Note: Battle reports are now the same for both sides - save for some very select details, if needed.  It's simply too much effort to make the reports unique for each side.

Combat for 933

The Taiga sees Moskurg lose ground.

Moskurg continues their campaign of firebombing Arstotzkan camps at night from high in the sky.  Unlike before, Arstotzkans now have a method of defending themselves.  Once a raid begins, Arstotzkan apprentices fire off multiple flares, lighting up the sky and clearly illuminating the Moskurg raiders.  Moskurg has developed a new variant of their carpet; nicknamed the "War Pegasus", it can now float safely outside of arrow range.  This makes Arstotzka's anti-magic bomb arrows ineffective at bringing down the invaders, but Arsotzka has also developed a new anti-carpet weapon.  Trained falcons, equipped with small anti-magic gems to keep them safe from magical influence, quickly soar upwards on the updrafts caused by the numerous fires and attack the carpet-riding wizards.  They are far faster than their new carpets, and the anti-magic gems sap magic from the carpets enchantments.  It's not enough to make them fall out of the air, but it does make it difficult to flee once attacked.  Moskurg wizards start carrying sabres and bows to combat the new falcons, but the inability to cast Lucky Strike on themselves and the blinding light from the flares makes it difficult to slash at the ball of feathers and talons scratching their face.  The freezing temperatures in the Taiga once again sees the poorly-equipped Moskurgs freezing on guard duty, making Arstotzkan raids more effective.  Over all, both sides do the same amount of damage and neither has a Raiding Advantage.

Moskurgs forces in the Taiga also suffers from being cut to two-thirds of their original size as a portion of the army goes off after the meteor - this, combined with Arstotzka's natural cold advantage, longer-range artillery, and anti-carpet falcons sees them pushed back to the jungle.  al-Mutriqa, sadly, was not enough to hold the line.


Arstotzka regains full control of the Taiga.
 
In the Mountains, Arstotzka has their garrison cut down to half their size as they go off to chase down the fallen meteor.

Moskurg makes quick work of the diminished garrison size - it's a tough, uphill slog, but they manage to regain a foothold in the mountains.  The cold, longer-ranged artillery, and falcons cause lots of casualties, but Moskurg simply has more men to throw at the castle walls.  Their ballistas hit with uncanny accuracy and their carpet troops - though now fewer in size - are more nimble.  Ballistas hammer the walls and fire rains down from above, and Moskurg pushes into the sparsely-defended territory.

Moskurg gains ground in the Mountains. Arstotzka loses their Metal Ore bonus.

The plains are close.

Much like the Taiga, raids see neither side gaining an overt advantage, although Moskurg does slightly more damage, giving them a Minor Raiding Advantage.

Arstotzka has longer-range artillery, despite having a limited number of them.  They've also developed a rudimentary method of zeroing their area of effect; apprentices move into line of sight of Moskurg forces, observe where the artillery shells land, and use colored flares to communicate with the artillery operators further back.  They're on the flat ground, and at long range, so their spotting isn't always effective, but Moskurg soon learns that "Green Flare" means they need to move out of the area.  Unfortunately, being in range of Moskurg artillery and shooting off big, obvious flares means the apprentices are often killed as ballistas home in on them instantly.  War Pegasi are still doing a decent job of hitting artillery in strike missions, and being outside of anti-magic bomb range means they don't have to deal with flak.  However, they rarely do much more than knock out a few long-range HA1 artillery cannons before the falcons take flight and attack.  In the day they do a better job of hacking the birds away, but a falcon attack is usually enough to drive them away.  Their Teletalk wands aren't very useful for communicating at long-range, so War Pegasus squads are often on their own during raids.  Additionally, Arstotzka's new primitive manner of large-scale coordination gives them a better method of coordinating attacks and barrages, albeit in a limited manner.  They are without some of their heavy-calvery this year in the plains, so quick dashes across no-mans land is met with more failed attacks than normal.  Overall, a bunch of people die and neither side gains a clear advantage.

Neither side gains ground in the plains.

Having worked out a logistics error, all of Arstotzka's ships are now steam ships loaded up with their HC1-E cannons.  They're faster than Moskurgs ships, and though their cannons aren't as accurate they can match Moskurg for range and are just as devastating as their firebombs.  Moskurg has taken to putting a War Pegasi on each ship, and once engaged with the enemy the mage stays long enough to enchant the ballista with a single Lucky Strike before taking to the air.  Their firebombs are still effective against their ships, and now that they're faster they can often catch them.  However, Arstotzkan falcons bring down the flying wizards often enough that the battles are a wash.  The fact that the carpet can't stay aloft very long before needing re-enchanting means they can't do strike missions at beyond line of sight ranges, although they can spot Arsotzkan ships before Arstotzka can locate them.  The flares are useful in coordinating large fleets of ships, better than Moskurgs short-range teletalk wands even.  They do give away Arstotzka's position when they use them, though, so it's limited to combat situations.  Overall, neither side has a clear advantage and a lot of people die.

Neither side gains ground in the Eastern or Western Seas.
 
Revision Credit!!!

Moskurg sends a third of their Taiga invasion force. 
Arstotzka sends half their Mountain force, Myark, and a quarter of their Plains Calvary. 

It's not even a close fight; Arstotzka outnumbers Moskurg quite soundly, and Myark helps secure their victory.  They come back at the end of the year with a nugget of Meteoric Ore, retrieved from the Red Meteor.  They may perform one extra Design this year that uses the Meteoric Ore to create a National Effort artifact.  This Design will not contribute to their understanding of magic, and any attempt to recreate what they make with this design will require its own Design and be subject to its own roll.


It is 934, the Design Phase.

Spoiler: State of Forenia, 934 (click to show/hide)

Spoiler: Moskurger Spells (click to show/hide)



Behavior Rules.  Please Read.
Spoiler (click to show/hide)
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on May 22, 2017, 12:05:53 am
Welp, overall I think this was good for us, at least not counting the loss of the meteor metal.

Really think it's time for a Mirage Shield though to counter their artillery. Either that or making hovering platforms that we can mount Ballista on so we can get Beyond Visual Range... well, range, ourselves through the height advantage. Or some other way of doing that.

Or maybe we can do a Heat from Hell spell to call up the heat of the Burning Hells below the earth, and repay them for freezing so many of our people by causing them to cook in their own armor?
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 22, 2017, 12:43:35 am
After some thought, I've decided that from now on all battles will result in one side gaining ground.  If the sides are tied, I will flip a coin to choose which side makes progress.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 22, 2017, 01:10:30 am
So, it's been a while. [Those who are in favour of it,] Explain to me again how, exactly, you propose we create Adamantium. Because it seems like an entirely new school of magic to me.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 22, 2017, 01:12:21 am
Adamantium (http://www.bay12forums.com/smf/index.php?topic=163276.msg7447754#msg7447754)

Basically, it would be holy magic, as it would be tapping into the forces of creation.  Of, if its easier to do it that way, an enchantment.

Ouch, though, we lost ground and a design phase.  That's not a good result at all.  We need to spend our design phases on new things, not replacing what we made last turn.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on May 22, 2017, 02:16:22 am
Fire-Whisky The saying goes that a shot of Arak on a cold night keeps a man warm whilst on duty. In this case, it is true. One shot of this will light a fire in a man's belly, keeping him comfortable,  magically warm for his entire watch.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 22, 2017, 03:13:39 pm
Probably ought to do something about those birds....It might be time to utilize our wind knowledge again.

My proposal: A design to make Storm Strike function in every weather from the desert to the taiga. If we roll well, effectiveness might go up as well, but for now, let's just make it a deadly weapon again.
They've got trained artillerymen clustering around very large lumps of metal. Why don't we find out what happens when lightning strikes? Also, make it work together with all our other wind spells, a sort of symbiosis based on the weaker spells being able to "harness" the power of the winds already roaring around them.

Quote
All-Weather Protection Storm Strike: (1) Madman198237

For the revision, we can remake the cyclone shield...again. We've been using these spells for a while, our experience and knowledge pools are huge. We revise cyclone shield to exert more force with more range, working with the new all-weather storms rather than on their own. Perhaps a focus on messing around with pressure? Nasty low-pressure zone around them and their cannons could conceivably mess with accuracy (And breathing. I'm not talking simply +/- a couple thousandths of an atmosphere.). But really, we focus on the wind/deflections. We know where their rounds are going to target because of the idiot apprentices with the flares, so we concentrate the wind force around that area and deflect their artillery. Also, this paves the way for better enchantments (Again) on the flying carpets.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on May 22, 2017, 03:43:00 pm
Quote
All-Weather Protection Storm Strike: (1) Madman198237
Adamantium: (1) Detoxicated
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on May 22, 2017, 03:53:11 pm
Quote
All-Weather Protection Storm Strike: (1) Madman198237
Adamantium: (2) Detoxicated, Crazyabe
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 22, 2017, 04:16:09 pm
Hold your horses.
What sort of war is this, guys?
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on May 22, 2017, 05:25:39 pm
Quote
All-Weather Protection Storm Strike: (1) Madman198237
Adamantium: (2) Detoxicated, Crazyabe
Mirage Shield: (1) Happerry
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 22, 2017, 05:54:18 pm
Fine, I'll answer my own question. This has become an artillery war. You know why people didn't wear bulky armor in WWI/WWII? Because guns and artillery made armor almost useless. It'd stop shrapnel, but with the encumbrance of the armor you'd just get hit more and more.

We do NOT need better infantry gear, because it's not working. Infantry can't get to the fight. Using this storm might make it possible for our infantry to close to range again, but it will, at least, give us better killing rates. Ballistae can't cover the area covered by a good old-fashioned storm of death.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 22, 2017, 06:30:53 pm
Adamantium would also mean adamantium ballista bolts, allowing us to one-hit kill their cannons much better, not to mention providing adamantium cables and such which could probably be revised into a longer-ranged ballistas.

Madman, why not?  We're not facing machine guns.  We're not facing high-velocity rifles.  We're facing low velocity cannonballs, and the goal of the armor is to limit the killing ability to one person per hit.  Ridiculous rate of fire aside, they still reload at only musket speed, and they don't have every man with a musket like during the Napoleonic Wars.  It should probably work fine.  It's even concievable that someone would survive a hit with an adamantium pavise shield.

So yeah, it would help, it would let our infantry get into the fight.  It could solve our armor penetration problems with arrows, meaning they'd only need to get into medium range.  It's easy to say it's not working when you continually vote it down.
Of course it isn't working, it hasn't been tried!

Plus, if nothing else, it would significantly improve the survivability of the carpet riders.

I'd recommend trying to cheapen Lucky Strike or one of our many, many, expensive spells with the revision.  Frees up more carpet riders and enchanters.
Quote
All-Weather Protection Storm Strike: (1) Madman198237
Adamantium: (3) Detoxicated, Crazyabe, Devastator
Mirage Shield: (1) Happerry
Fire Whiskey: (1) Kashyyk
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on May 22, 2017, 07:55:12 pm
But the thing is we already can one-hit kill basically anything we can hit when you combine lucky strike and the fire rounds. Adding more damage when we already get one shot kills is useless. And I'm still doubtful about the idea of it solving our arrow penetration issues as well. Weight is as important as sharpness for arrow impacts, and adamantium was described as super light, so...

Also, it really doesn't matter how hard the armor is if you get hit by a cannonball. Just because the armor is fine doesn't mean the transmitted blunt impact won't turn your insides into goop anyway.

As for swords and such, we were already winning when it came to melee fights, so no current need for upgrades there.

Really, the only useful thing I can see adamantium doing is the Pavise shields, and honestly I think normal metal would work just fine for that.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on May 22, 2017, 08:07:39 pm
Dont forget that they get a super metal too, i guess once they reinforce their cannos it will likely be good to have something to counter it...
Also almost everything can get a boon from it, whats not to like...
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 22, 2017, 08:12:30 pm
It doesn't matter what our bows are tipped with, because we aren't getting into range. And Happerry is right anyway. Unless it is literally sharper than physically possible, an arrow constructed of a Mithril-like ultralight metal won't have the punching power required to penetrate armor. We'd be better off spending this design to improve ballistae or the Firestorm shells, which are already the ultimate killing tool. We'd get almost the same effect. Unless you weight said adamantine pavise shield/person wearing said armor, they're going to get hit, and regardless of the damage actually dealt to them, the hit object is going to go flying, causing more casualties.

Adamantine is no longer capable of turning this tide. We should up the magic. Work our wind magic, all of it, into a powerfully useful state. They can't kill us from beyond LOS if they can't get near enough to load their metal cannons because of our ungodly thunderstorm.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 22, 2017, 08:28:07 pm
Oy, the arrow isn't much lighter, you still have the wooden shaft to carry momentum.  I'm also not describing it as super-light.  That's how DF treats it, but that wasn't in my description.

And I don't care if it kills one soldier.  The important part is it would be strong enough to stop the bouncing or the rolling, preventing their cannonballs from killing more than one person per shot.  Without that, we have little to fear from their artillery.  A cannonball weighs a lot less than a man, and a man falling down isn't enough to kill six other guys.

It's not like I'm hearing reasonable suggestions to fix the problem of the enemy killing our guys.  No earthworks, that got voted down.  No super-armor, that got voted down.  No divination-based precognition to use our formation bonus, that got voted down.    No smokescreens, it's raining continually.  The only actual suggestion is mirages, which is also a new field and doesn't work in the rain or cold weather, which we are fighting in.

The reason we aren't getting into range is because whatever I suggest to help us do so gets voted down.

In favor of wind, which can neither kill the enemy, nor protect us from cannonballs.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 22, 2017, 08:37:12 pm
But it WON'T stop it killing many people. It might, MIGHT, stop the projectile (As opposed to just sending the whiplashed and thoroughly liquefied soldier flying into more buddies while the cannonball continues to hit more people). But that is at the exchange of the person it just hit going flying and killing or crippling other soldiers in his path.

A cannonball doesn't have to weigh more than a man. KE=.5*m*v2. In other words, the velocity is a SQUARED TERM. If you double velocity, you quadruple impact force. And so on. The cannonball has high velocity, which makes it deadly. It has the mass to back it up, as well. The trick would be making this super material not bend, break, or MOVE when impacted. I think that that's less practical than upping the ante on our wind spells.

Wind can't do that yet. But an improved Storm Strike can kill them, most certainly. And a revised Cyclone Shield can also protect us a lot, but we won't need it if we can just electrocute their cannon operators.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 22, 2017, 08:45:38 pm
Oy, it's not KE that matters, it's momentum for that application.  KE can deform the armor.  Momentum is what pushes the recieving creature back.  KE is what kills the person hit by it.  If the armor deforms properly, the cannonball will dump most of its KE into smashing the target, but momentum is still mass times velocity, and as such it'll stop with that one person.

That's how it works, and why people aren't actually blown away by normal guns.  Normal guns kill people by shredding their internals, but don't actually blow people away, which is an effect of momentum, not kinetic energy.

They're using steam cannons and not gunpowder, so don't have nearly the force of gunpowder weapons and likely lower muzzle velocity anyway.  If the cannonball weighs say, six pounds and it hits a guy weighing 120 pounds, if it's stopped the guy will be moving backwards at 1/21 the cannonball's velocity, which will be a lot less, and the extra energy goes into deforming / breaking the armor and damaging internals.

KE being velocity squared is why I don't think the armor could save the guy getting hit by the cannonball.  But since it's momentum that actually knocks the guy back, that's why I think it can limit it to one kill per shot.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 22, 2017, 08:52:37 pm
Not if they can shoot from beyond visual range. They shoot plenty fast, or are enchanted with magic. Take your pick, either one is bad news.

The point is, a cannonball will take somebody off their feet and take out the people behind them. This is well-known and well-documented behavior of cannons. People go flying. Or just disintegrate. Depends on how effective they are at absorbing the energy of the impact.

Better armor will NOT prevent us from losing multiple guys. It won't. You're just making our soldiers more effective at collecting that KE from enemies. Read: acquiring acceleration and liquefying their internals before flying into their comrades, all because their armor was so inconsiderate as to not deform like it should.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 22, 2017, 08:58:20 pm
None of those problems are solved by wind spells.  We can't use storm strike against beyond visual range targets either, due to not being able to direct it.

Even if it was the case that it's all about the energy, it's still better to collect more KE for each soldier, as you can't kill a soldier more than dead, so if it takes even twice as much energy out of the cannonball, that's half as many people killed because the cannonball can only kill five guys instead of ten.

Same diff about their cannons.  These aren't gunpowder cannons, they just shouldn't have the same power.  Which makes this solution more reasonable.

I'm not dribbling about claiming that it'll make our soldiers immune.  I'm claiming that a supermetal will make it take a lot more force to kill an individual soldier, which will reduce the number killed for each shot.

And their cannons are magical.  If we get to medium range, they can't shoot.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 22, 2017, 09:05:03 pm
Here's the thing: The Hammer doesn't need precise targeting. You just paint a path of storm out generically "in that direction" and it hits tall things and metal things. Their cannons satisfy, in these burned wastelands without trees, both requirements.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 22, 2017, 09:06:54 pm
Here's the thing: The Hammer doesn't need precise targeting. You just paint a path of storm out generically "in that direction" and it hits tall things and metal things. Their cannons satisfy, in these burned wastelands without trees, both requirements.

Do remember that the storms don't work in the cold.  Right now they're at half effectiveness in the mountains and zero effectiveness in the plains or tundra.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 22, 2017, 09:08:56 pm
.......
Hence my arguing with you about the value of our competing suggestions----mine for an all-weather version of Storm Strike, yours for adamantium.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 22, 2017, 09:10:10 pm
.......
Hence my arguing with you about the value of our competing suggestions----mine for an all-weather version of Storm Strike, yours for adamantium.

One of these can be done with a revision.  And I'm tired of us blowing our design phases on revisions.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 22, 2017, 09:13:48 pm
Best not to risk it, since we've not had the best of luck with that in the past.

And if you think it's not design-worthy, allow me to point out the great effect of having storms constantly raining lightning down on their heads. Also, we can power it up in some way while working on it. Perhaps integrating it with cyclone shield from the Storm Strike side of things. But, anyway, if it'd convince you, I can make those changes to the proposal. I think that combining cyclone shield and storm strike together ought to make it possible to, at least temporarily, knock out their cannons. Also, I'd power up Storm Strike so that it becomes too hazardous for falcons to fly simply due to the wind.

That said, we're going to have to work on other ways to deal with their falcons soon.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 22, 2017, 09:15:03 pm
Best not to risk it, since we've not had the best of luck with that in the past.

Yes, blowing design phases on revisions has burnt us, a lot, and frequently.  (most recently, LAST TURN.)  So lets not take that risk and play for upsides with our design phases and use revisions on suggestions to improve items.  If we botch the roll designing adamantium, we get experience.  If we botch the roll on a new storm strike, we get nothing at all.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 22, 2017, 09:16:52 pm
....Not what I meant, and for good reason.
Overreaching leads to things like the Spear of Allah. 50% self-terminating failure rates are a bad thing.

I've explained why I doubt adamantium can help us enough. Also, it's a new field of technology entirely. We might not get workable results this turn.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 22, 2017, 09:19:01 pm
....Not what I meant, and for good reason.

I know it wasn't what you meant, but it is the truth.  Blowing design phases on revisions is a risk, a big one.

And really, the adamantium may not be workable, but even if it's bad we can use it for things like ballista cables or as a useful component to a lot of necessary things.  If we roll well, we get something amazing.

If we roll well on a blizzard-as-design, we get a mild advantage, like if we rolled a six on the revision.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 22, 2017, 09:20:32 pm
It's a metal.
It's hard and the entire purpose is not to bend.

And it's going to get used in ballistae cables.

???


If we blow this phase, we might keep bleeding ground. Losing that meteorite is going to HURT. A LOT. I think that repeatedly striking anything metallic with lightning happens to be an EXCELLENT way to discourage the use of metallic objects.
Like plate armor, cannons, and meteor-ore weapons of mass destruction.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 22, 2017, 09:22:39 pm
It's a metal.
It's hard and the entire purpose is not to bend.

And it's going to get used in ballistae cables.

???

Metals have more than one property.  Hardness, toughness, strength.  Adamantium could probably take more tension before permanent deformation, which would allow for more energy to be stored in a ballista.

It is probably the one application where we'll likely need a revision to introduce it, as we could want a horse-drawn windlass to increase the available power.  I like that for this turn's revision if we do well or mostly botch adamantium, as that should increase the range and power of the artillery.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 22, 2017, 09:24:26 pm
If you think that the storm strike can be overhauled in a revision, then go for it.

Hopefully somebody else reads this and comes to a different conclusion. Adamantine should've been done much earlier in the game. It won't work as an "Instant-win" button now.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 22, 2017, 09:27:11 pm
It's never going to help if it keeps getting voted down in favor of 'More Wind'.  Which we have plenty of, and we know for a fact it has serious limitations.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 22, 2017, 09:32:12 pm
It does.

But with the experience we have, we could work on symbiosis between wind spells. It shouldn't take long. But if our carpets can be pushed along by the wind in a storm strike, and cyclone shield can draw on those same winds, and Gust of Wind could work with the same method, it'd power everything up.

All it requires is this design. Speaking of which, I'm going to hunt down and rewrite my proposal. It's going to be to make storm strike all-weather/all-temperature and work with our other spells.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on May 22, 2017, 09:33:18 pm
Good metal is important as they get some of that unholy space metal next turn...
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 22, 2017, 09:36:04 pm
Would you mind changing your vote?  I'd be willing to go with all-weather storm strike as a revision.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on May 22, 2017, 11:04:39 pm
Good metal is important as they get some of that unholy space metal next turn...
Yes, but they only get one action with it.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on May 22, 2017, 11:09:22 pm
True but it means they have metal that we dont, adamantium is a mere way to keep up with them...
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on May 23, 2017, 12:13:02 am
True but it means they have metal that we dont, adamantium is a mere way to keep up with them...
...There's no 'keeping up with them' involved. They can't replicate said material, so they'll have a single item from it. That single item might need to be countered, but they have no breakthrough that's going to let them do lots of nasty things, the way flight or the idea of artillery is a breakthrough.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 23, 2017, 12:43:13 am
They get a design with the cost set to one, I'm guessing, as it would make a NE artifact.  Very good, but not quite a full design.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on May 23, 2017, 08:39:46 am
Okay, thanks for clearing that up for me Happerry.

Still, even if the uses of Adamantium flee your vision now, you must admit that a durable metal is quite useful for all metal based technology.
Imagine adamantium boots with wind spells, that makes our fully adamantiumsized troops able to storm them into a melee battle...
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 23, 2017, 08:45:48 am
Still, even if the uses of Adamantium flee your vision now, you must admit that a durable metal is quite useful for all metal based technology.
No no, the uses of Adamantium do not escape me. What escapes me is how you think we can design such a miracle metal in a single design.

I mean, we can try. But I'm telling you right now, we will NOT get anything remotely usable in a single design.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on May 23, 2017, 09:11:16 am
But we have to get it one day or another, better early because then we can use revisions to repurpose it to many uses.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 23, 2017, 10:16:52 am
I mean, we can try. But I'm telling you right now, we will NOT get anything remotely usable in a single design.

It must be nice to know what we're going to roll in advance.

And detoxicated, I don't know what you're thinking about, but that's not what Adamantium does.  The whole point of it as written is so it can be applied to existing objects, either before or after manufacture, and as such we don't need multiple revisions to use it.  The only exception to that would be to a ballistae, where we'll need to be able to apply more force due to stronger cables.

What you originally suggested, something that can be enchanted more easily, would be useless without futher designs, as none of our enchanted items are metal.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on May 23, 2017, 12:18:17 pm
What hinders us to make shoes of adamantium that are enchanted
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 23, 2017, 12:36:57 pm
What hinders us to make shoes of adamantium that are enchanted

Nothing, but that would be a further design.  That's why I'm going for strength, it would work with our existing metal objects.

If it does come out as an enchantment, that would hurt it, but I don't care because we'd just make the enchanted boots out of not-metal.

If it's not an enchantment, we could then stack a strength enchantment on top of it, and have nigh-invulnerable troops.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 23, 2017, 02:16:59 pm
Design: Adamantium [3, 4, 5]

We call upon Allah for a divine metal to smite our foes.  Our Researcher Preists, after many hours, pull a metal-like substance from the divine eather.

It is pure, snow-white metal, a constant, cool temperature regardless of what forge we fire it in.  It is as light as leather of the same size and thickness.  It has a soft, barely visible glow in the dark - truly, it is the metal of angels.

It's...not that great, in all honesty.

It has about the same properties of copper - soft, maleable - but cannot be melted down.  It's easy to work with, and it's cheaper and easier to get than actual copper, but inferior in quality to our existing steel.  Our Researcher Priests point out that this is more of a "proof of concept" than an end goal, and insist that with more time they could conjure metal that could slay fields of Arstotzkan heathens. 

But, for the moment, we don't really have any use for it.  Expensive.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 23, 2017, 02:23:36 pm
Good!  We should be able to fix that with no more than one revision.  And we have something that provides a fixed global temperature, which means that it'll keep people warmer than freezing as well as being immune to fireballs.  Lots of use there.

Toughened Adamantine.  Lets try to modify that to make a metal stronger and tougher than steel, as being hard enough to bounce cannonballs is less use than being tough enough to absorb them.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on May 23, 2017, 02:31:03 pm
Looks like the calls about it being a wasted action was basically correct.

Aaanyway.

Quote
Revise Lucky Strike to be Cheap (1): Happerry
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 23, 2017, 02:32:30 pm
Looks like the calls about it being a wasted action was basically correct.

It was every bit as much use as our previous turn's design.  More use, as that one got a revision to bring it up to being useless.  I expect that with a revision we'll have it better than steel with anything not a 1 or a 2.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 23, 2017, 02:35:47 pm
And we could've been calling down storms in winter by now.....Darnit.

Anyway, we only have one option now. We have to revise this ridiculous adamantine or we've wasted a design turn.

Quote
Revise Lucky Strike to be Cheap (1): Happerry
Make Adamantine Harder and Stronger: (1) Madman198237

Happerry...that's not how a revision works, AFAIK. That's what an expense credit is for. Unless you have some specific idea about how to revise it into a cheaper form, you can't really just wave your magic wand and say "CHEAP" and create a cheaper spell.

Even if we do have magical wands.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 23, 2017, 02:37:18 pm
And we could've been calling down storms in winter by now.....Darnit.
Even if we do have magical wands.

We could probably rev it to be cheaper with our wands.

And we can still rev for winter storms if that's what you prefer.  I would prefer to see the adamantine improved, especially with those rolls making it viable.  It's cheap enough to be useful, there's no serious drawbacks, and the only problem is that it isn't strong enough.. and that strengthening it is quite possible.  Very fixable.

Quote
Revise Lucky Strike to be Cheap (1): Happerry
Make Adamantine Harder and Stronger: (2) Madman198237, Devastator
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 23, 2017, 02:45:12 pm
Looks like the calls about it being a wasted action was basically correct.
To be fair, we didn't roll fantastically. Perhaps on a 6 for effectiveness we would've gotten something useful.

Good!  We should be able to fix that with no more than one revision.  And we have something that provides a fixed global temperature, which means that it'll keep people warmer than freezing as well as being immune to fireballs.  Lots of use there.

Toughened Adamantine.  Lets try to modify that to make a metal stronger and tougher than steel, as being hard enough to bounce cannonballs is less use than being tough enough to absorb them.
That being said, I'm still not sure a single revision will be enough to make a useful metal out of this. But several revisions might, so we might as well start working on it now.

And we could've been calling down storms in winter by now.....Darnit.
Honestly, I'm not sure how useful winter lightning would be. I think the range on Hammer of Allah is less than that of our artillery, and does about as much damage. As evictedSaint has remarked before, we've sort of turned this fantasy magic war into a magically-augmented WWI.

So, yes, let us make some harder Adamantium.

Quote
Revise Lucky Strike to be Cheap (1): Happerry
Make Adamantine Harder and Stronger: (3) Madman198237, Devastator, NUKE9.13
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 23, 2017, 02:46:39 pm
Here's the thing: The storm upgrade is comprehensive. It's a design thing, capitalizing on all our experience. It's not a risk to be taken in a revision, and we can't afford to lose the ground. We have to make something, anything viable from adamantine. Right now, all it'd be good for is perhaps some strengthening of our ballistae, and I don't think that even that's a possibility.

Actually.....This adamantine is ideal for our ships.
Revise some ships to be plated in adamantine? It's super light-weight and it doesn't need to be indestructible to catch cannonballs. In fact, absorbing energy, bending and such, like it does now, would be almost ideal for stopping those cannonballs.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 23, 2017, 02:54:55 pm
Oh, that reminds me - I didn't specify the weight.  It's comparable to leather of the same size and thickness.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 23, 2017, 02:55:12 pm
That might take a design, although adamantine sheathing for a smooth, decay-proof coating on the bottom of our ships should increase their speed and maneuverability.

Still though, I really think it's only one rev away.  I figure a 1 doesn't get us much, a 2 would just get us something equivalent to steel but easier to work and maybe a little tougher, but a 3 and above would get us in business.  And just by being metal it shouldn't take a billion revisions to make stuff out of it, if it's similar to how it was being used before.  (arrowheads, weapon tips, metal armor.)  Just tell the smiths to make Expensive commanality gear out of the new metal.

It also isn't actually described as lightweight, for the record.

-edit- Heh, ninjaed.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 23, 2017, 02:55:45 pm
Actually.....This adamantine is ideal for our ships.
Revise some ships to be plated in adamantine? It's super light-weight and it doesn't need to be indestructible to catch cannonballs. In fact, absorbing energy, bending and such, like it does now, would be almost ideal for stopping those cannonballs.
Hey, that's a decent idea.

evictedSaint, do we have enough Adamantium to clad all our ships in it?
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 23, 2017, 02:59:38 pm
Hell, they may already have copper sheathing.  If so, then applying Adamantium to do it but with less weight and better performance should help our ships without any revs at all, given it's similarity to conventional copper.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on May 23, 2017, 03:00:50 pm
Quote
Revise Lucky Strike to be Cheap (1): Happerry
Make Adamantine Harder and Stronger: (4) Madman198237, Devastator, NUKE9.13, Kashyyk

Magically-Augmented WW1 you say? Clearly we need to invent tanks. I think Arstotzka might be on the right track with their steam power.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 23, 2017, 03:07:46 pm
Magically-Augmented WW1 you say? Clearly we need to invent tanks. I think Arstotzka might be on the right track with their steam power.
Nah, nah, airships is what we need. Airships, and rifles.

In fact, Adamantium will help us with both of those. We will need to clad our airships in (a very light) metal to prevent the Arstotzkans from just setting them on fire with their fireballs, and making rifle barrels out of 10th century steel is, despite what Arstotzkans may tell you, not really feasible.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 23, 2017, 03:11:07 pm
Our ships are wooden. Nowhere are we told that they're clad in copper. So we assume they're not. That said, right now revise it to be a better metal---we won't forget how to make this (Cheaper than copper) new metal, so even if the better stuff goes up in price, we'll still be set.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 23, 2017, 03:13:58 pm
If we toughen it some, we will have essentially unsinkable, fireproof ships upon a new design.  The only way they could destroy it is by knocking out the crew or smashing the rigging to pieces, which might not even be possible if we have adamantine sails, and knocking out the crew is going to be damn tough with our close-combat advantage.  We could also certainly put a bunch of metal shields in front of our ballistae to keep our positions safe from cannon fire, while leaving a firing slit, and having fireproof gear for the weapon handlers will help if our napalm ignites accidently.

Really, it's not an insta-win, but there's a ton of stuff it can help with.  our armor design involves sewing seperate strips of metal together, and should be workable even if we can't melt it and it's very hard.  (all you need is a needle made out of the same stuff)  Same with arrowheads.  Same with halberds.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 23, 2017, 03:19:59 pm
Yes, but you're missing the essential point.

You have a metal. In order to do the sails, the sewing, the rigging (WHICH IS ROPE! The sails can get hit a lot before they're useless, the ropes cannot), and the fireproof gear all require a magical THREAD instead of a metal. A metal is a poor choice for all of the above-mentioned jobs. It's simply not going to move freely enough to be useful as a set of clothing or a rope that has to bend and be tied in knots.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 23, 2017, 03:29:00 pm
Some of those could be substituted for cable if the stuff's more workable than copper.  But yeah, that's a fair point, there are times when even more malleable copper is too hard.  So yeah, probably can't replace the rigging.  Still, you can carry more rope and sails below, and you should be able to clad the mast and decks in the stuff.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 23, 2017, 03:29:44 pm
@Nuke:  Yes, you could concievably clad your ships in the metal.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 23, 2017, 03:33:46 pm
I am very much right. What you don't seem to recognize is that while copper is malleable, malleability is NOT a substitute for flexibility. Malleability is NOT an elastic quality. If you bend a piece of copper around and around and around into a rope, and then repeatedly flex it while running it through pulleys and such, it's going to stiffen up. That's a particular quality of copper, actually. But it will also not run as well as a rope, since it requires much more force to bend---it's not elastic, so it takes force to bend it out of shape. Permanently out of shape, unless you invest more effort into bending it back. A rope or sail, however, is flexible: It can bend and flex without damage or much effort at all. The only effort required to flex a rope is that required to move one end and whatever force is required to fight gravity as you do so.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 23, 2017, 03:38:27 pm
You are right, I got overly excited for a bit there.

Still plenty of upside to a boat that can bounce cannonballs.  And that should be much more reasonable on boat scale.  I just hope we can pull it off.  (not roll a 1)
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 23, 2017, 03:39:54 pm
Once the metal is refined, it will bounce cannonballs. If we revised it onto our ships now, it's make them no slower than they are, yet still able to repel cannon fire with a few dents. And all we'd need to do is add plates to the outside. Literally just nailed onto the outside of the wooden hulls of our present ships.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 23, 2017, 03:43:20 pm
If we fumble the rev roll, lets try that with an order.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 23, 2017, 03:44:11 pm
Madman198237: Crusher of Dreams, Destroyer of Souls, Spoiler of Hopes, Wrecker of Poorly Laid Plans

Heck no on the order. It'll be at a disadvantage.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 23, 2017, 03:48:13 pm
Well, it would maximize advantage for this turn, and a botch would only affect the fighting at sea.

But sure.  It'd probably be better if we roll well on the rev anyway.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on May 23, 2017, 04:16:30 pm
Let's take back the seas.
Quote
Make Adamantine Harder and Stronger: (4) Madman198237, Devastator, NUKE9.13, Kashyyk
Revise a boat with Adamantine Plating: (1) Happerry
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 23, 2017, 04:17:53 pm
Quote
Make Adamantine Harder and Stronger: (5) Madman198237, Devastator, NUKE9.13, Kashyyk, Taricus
Revise a boat with Adamantine Plating: (1) Happerry

We'll want the Adamatine stronger before we start cladding ships in it.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 23, 2017, 05:43:56 pm
Revision: Better Adamantine [1]

Well...we did it.  We can now specify the hardness of Adamantium we summon, anywhere from soft, malleable copper-hardness to the stern, unyielding stiffness that surpasses steel.  The problem is...well, it's unworkable.  Our Researcher Priests can call down ingots of the stuff and conjure it into being relatively easy (I won't go into the long, drawn-out process of summoning), but...they're just ingots.  They don't melt, or even get hot in a forge. They glow, and they're a little bit heavier than what you would expect the same amount of leather to be, but they're pretty damn useless - the light weight means it doesn't even make a decent paperweight!  With copper-soft Adamantium we can at least hammer it into a useful shape, but harder than that we're at a bit of a loss as how to forge.

Luckily, steel-hard Adamantium is just as cheap and easy to conjure as copper-soft Adamantium, although it's pretty worthless at the moment.  Expensive.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 23, 2017, 05:46:02 pm
...We could tie a whole load of those ingots together, or glue them onto a shield or something. That'd be a way of making them useful.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 23, 2017, 05:46:56 pm
Of course it's a one.  Anything but a one and we have something very good.

It's still not useless, though, we have super-light copper we can use in place of the leather cladding on our shields.  That'll protect them from spalling and make them a little more effective.  The fixed temperature could also be useful for actually heating in situations colder than the fixed temperature, and we can use it for things such as keeping water from freezing or by putting inserts in boots and such, which will be better than walking on colder ground.  It could also be used for cases for bowstrings or wands or such, as it will keep it from getting too cold while remaining watertight.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on May 23, 2017, 06:04:44 pm
Quote
They don't melt, or even get hot in a forge

Once we find a way of molding it, we've got fireball-proof armour.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 23, 2017, 06:06:53 pm
That depends if the heat doesn't transfer through the material.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 23, 2017, 06:10:17 pm
It also shouldn't be impossible to shape unless something else is going on, as we could always hit an ingot with a second ingot which should be able to deform each other on some level.

Maybe not a useful level, but that's quite odd.

What happens if we strap an ingot to a wooden frame and shoot a ballista bolt at it?
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 23, 2017, 06:13:17 pm
@Evicted how large are the ingots coming out?

If we can summon the adamantine into pavises straight out of the divine, we could basically nullify their artillery: Those cannonballs won't be doing much if they hit one of those.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 23, 2017, 06:14:36 pm
@Evicted how large are the ingots coming out?

If we can summon the adamantine into pavises straight out of the divine, we could basically nullify their artillery: Those cannonballs won't be doing much if they hit one of those.

Yeah, it depends on if the properties are 'steel hard, but we can't warm it up to make it worth forging over ordinary steel', or 'incapable of deformation.'

Sadly, I suspect it's the former.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 23, 2017, 06:17:04 pm
@Evicted how large are the ingots coming out?

Oh....let's say the same shape as your average brick.  A copper ingot of the same size would weigh about a four kilograms.

Yeah, it depends on if the properties are 'steel hard, but we can't warm it up to make it worth forging over ordinary steel', or 'incapable of deformation.'

It's a bit harder than steel, but you can't make it hot and soft, thus meaning it's unworkable.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on May 23, 2017, 06:25:27 pm
Well, if they're bricks, at least we can make walls from them.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 23, 2017, 06:26:19 pm
Well, if they're bricks, at least we can make walls from them.

Yeah.  That's something at least.  We can mortar them together and use walls of sand or dirt behind them, for mass.  Should be protection for our ballista positions, at least.
Title: Re: Wands Race - [Moskurg]
Post by: Khang36 on May 23, 2017, 06:34:43 pm

Yeah.  That's something at least.  We can mortar them together and use walls of sand or dirt behind them, for mass.

Well we could put walls of dirt and sand in front of it to absorb the impact of the cannons with the wall as a firm backing to prevent the dirt or sand from collapsing on our forces hiding behind the wall
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 23, 2017, 06:56:04 pm
The classic one, though, two revisions from being useful.  One to make it malleable or to come in the form of our choice, and one to make it strong enough to be a gamechanger.

Still, that doesn't take the next design phases out of play, so we can do a new boat and a new ballista, or whatever else we go with.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 23, 2017, 07:08:26 pm
Here's the thing: As of right now, we have a metal that can be summoned in arbitrary (EVICTED! Is it actually arbitrary or is it always ingots?) shapes and sizes.

We can basically make pavise shields. Infinite pavise shields, sort of. Out of a metal that can't catch fire, and won't burn.
Also, it IS immune to fireballs---it doesn't heat up, therefore it cannot transfer heat.

I really want to work that wind, but it's going to have to wait while we work this into an excellent format. Next turn, we redesign adamantine into two forms: one, a similar material, retaining the whole nigh-indestructible always-constant-temperature stuff (Although a slightly higher temperature'd be nice. As in, about, say, 75-80 degrees Fahrenheit. We're from the desert. Ought to be comfortable.), but is in the form of a thread or fiber. The other is the metal, but this metal can be worked into shape using the same magics that summon it.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 23, 2017, 07:11:15 pm
We probably want to develop a way of magically working the material first.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 23, 2017, 07:11:42 pm
I'm still in favor of using designs to do very new things, such as ships suitable to be plated by adamantine.  We then revise adamantine so that we can either work it or make it in the desired forms.  The turn after that, we design something else new, which might well fail, and then follow that up by going super-hard with adamantine.  Because right now, 'slightly stronger than steel' clearly isn't as good as we can do, having come out of a 1 on revision.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 23, 2017, 07:14:40 pm
Sometimes though, you use the design for its designing "power" instead of being ridiculously ADHD.

Oh, and also, that design does mention how to work the metal.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 23, 2017, 07:38:51 pm
Yeah, but there's so many more easy improvements we can make to a boat, and it's something that's useful even if we manage to 1 the revision a second time.

(sharper keels for greater speed, different rig as we always have the wind in the correct direction, (greater speed), the soft adamantine plating for greater speed and better turns and additional toughness.  (due to having a cleaner bottom and being stronger than wood.)

I also don't want to roll a 1 for expense and getting nothing, or a 1 on effectiveness and being back at square one, or a 1 on glitches, and it murders everyone who touches it.  With a design, there's three chances to make something useless.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 23, 2017, 07:45:15 pm
With a revision, you're more likely to get screwed over.

Plus, using a design, the material itself is already Really CheapTM, so it will not get utterly ridiculous. After all, we're literally summoning this crap from the aether.

Speaking of which, it's about to be time for a spell that creates largish mounds of the stuff buried in the earth. Because we can summon it in small quantities now, we ought to be able to summon it in larger quantities. Just imagine, a material capable of suddenly appearing in front of wherever they launch their flares.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 23, 2017, 07:53:10 pm
With a revision, you're more likely to get screwed over.

Plus, using a design, the material itself is already Really CheapTM, so it will not get utterly ridiculous. After all, we're literally summoning this crap from the aether.

Speaking of which, it's about to be time for a spell that creates largish mounds of the stuff buried in the earth. Because we can summon it in small quantities now, we ought to be able to summon it in larger quantities. Just imagine, a material capable of suddenly appearing in front of wherever they launch their flares.

Nah.  You roll bad on the cost, the improved design is more expensive than the previous one.  Same for effectiveness and for glitches.  On average, you get an improvement, but it's hardly more guaranteed than a revision.  You're rolling three dice looking for that one, after all, and a single one can mean a worse design than the decent rolls on the one you're replacing.

In this case, we roll a one on expense or glitches, and we're behind where we were before.  A one on effectiveness and we make up no ground.  Lets get a new boat instead.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 23, 2017, 07:56:34 pm
Well, yes and no. Remember that evicted uses his common (?) sense on these, as well as subjective (!) judgement. In other words, if we use a design to assign new characteristics as I propose, we might get something in the Expensive range (Depending on how complex it is from his balance-y, GM position), but it won't go National Effort because the material, evidently, is ludicrously cheap. And it won't kill our soldiers, we have an advantage in our foreknowledge of the properties of magically summoned materials.

In other words, don't worry about nothing. Not meant to be a double negative, but it's the best way of saying it. The design will improve things more than a revision because that's what a design is: The most powerful choice we make every turn. Except, sometimes, where to send the hero.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 23, 2017, 08:02:22 pm
What are you suggesting anyway?  Because it sounds like 'we can summon small amounts of this stuff, enough to equip some of our troops with it, over hours', therefore we can materialize great slabs of it at will at long distances from our casters.

It's also not really cheap.  It's expensive.

We did a design, just on the previous turn, about something Expensive.  We ended up with something Very Expensive that was no better than what it was replacing, because we rolled a 1.  I don't want to do that because something like 40% of all design rolls will have a one, and thus be useless at replacing a flawed design with some already-decent rolls.

If you're suggesting that we just build more experience with summoning it, and trying for a summon form + something we'd want, but have trouble making, like pavise shields I could understand that.  But for the life of me I don't understand why you would want to summon the metal underground.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 23, 2017, 08:52:58 pm
Here's the thing: That was a "little bit later" sort of thing. Like, in three to five turns, consider using our newfound conjuring power to conjure assorted barricades.

Also, a revision is ONE ROLL that can screw up ALL THREE ASPECTS of a design. A design gives you three times the redundancy and also more sheer power. Something that is relatively easy in a design (Roll a 2, get an OK result) might be relatively hard in a revision (Roll a 2, get a negative/lack of result and the cost increases).
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 23, 2017, 09:19:04 pm
Here's the thing: That was a "little bit later" sort of thing. Like, in three to five turns, consider using our newfound conjuring power to conjure assorted barricades.

Also, a revision is ONE ROLL that can screw up ALL THREE ASPECTS of a design. A design gives you three times the redundancy and also more sheer power. Something that is relatively easy in a design (Roll a 2, get an OK result) might be relatively hard in a revision (Roll a 2, get a negative/lack of result and the cost increases).

I still want the boat, because the copper-hard plating would still be of a huge benefit to it, and a crack at making the metal shapeable or to be summonable in the desired shape would upgrade that again while replacing all our steel items, rendering it nigh-invincible.

Really, it can't screw up all aspects of a design, because if the revision is flopped, we keep the original design before the revision, so it can never make stuff worse.  A design-as-revision can do the exact same thing, except it gets three chances to roll a one, rather than only one.  The 'upside' is the ability to fix more than one problem, should you miss the 40% chance of rolling a one.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 23, 2017, 09:23:05 pm
I'm saying that a 1 on a design is better than a 1 on a revision. We can keep the original spell with a design and then revise the supermetal plates on the ships. That way, we can make the two different versions I suggested while also getting the ships. If you think that my modifications are more of a revision, then your idea is certainly nothing more than a small revision.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 23, 2017, 09:29:16 pm
I'm saying that a 1 on a design is better than a 1 on a revision.

We got a 1 on a design the previous turn.  In fact, it was a 1+2 for a three, and we got two of them, and it was worthless.  Ones on designs are just as crappy as ones on revisions.

No, I think we need to design the ships and revise the spell that makes the supermetal.  Because revisions to the supermetal  apply to everything made of it.  (which is everything made of metal.)  Designs for specific purposes, such as making chunks of ship armour or floating shields, however useful, will not apply to everything else.

Plus there's a lot of improvements we can make to our ships, and we have made nothing, so even botched ones will still make ships better than the ones we've spent nothing and no time on.

If you want to double-down on adamantium by using both, I think that's a mistake, as we have little to gain next turn (following our losses on three fronts, which seems likely for this turn), but it's the turn after that that really counts.  If we do hold the jungle, we pretty much have to get the boats as we'll be losing the jungle bonus in a turn, and we're still making mostly wooden boats for an additonal bonus.

I can totally see a design spell on adamantium rolling 3, 1, 5, being slightly-better than steel and Very Expensive, leaving us in exactly the same position as we are right now.

Or.. 1, 3, 5, being an easier to work copper at expensive with no glitches, also leaving us in the same position as we are right now.

Or.. 3, 5, 1, being cheap, slightly better than steel, but still bricks, leaving us in the same position as we are in right now.

Or.. 5, 3, 1, where we have a wonderful, invincible metal, but are only able to use it as ballista rocks, where it fails due to not being heavy enough.

If we roll really great, we want the new design anyway, as it replaces nothing and we add a lot of power.  If we roll terribly, we won't get anything either way.  If we roll okay, we might get something with a boat or a new design, but we won't get anything by replacing something else also sorta okay.

I mostly think the reason we're doing bad right now is because we had a bunch of stuff nerfed and have rolled 3,3,3, 3, 1,1,3, 3, 3,4,5, 1.  Mathwise, it's about 5th percentile for an expected total, and there's a 90% chance of getting at least one six.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 24, 2017, 03:22:09 am
The War Pegasi was not useless. It wasn't as good as we hoped, but it put us out of range of their archers.

Anyway, whatever. Let's design a new ship next turn, one that comes clad in copper-soft Adamantium.
...or a new airship. Eh? Alsamma Safina? Anybody? No? I'll see myself out.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on May 24, 2017, 03:54:26 am
Maybe some smaller airships First to raise experience.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on May 24, 2017, 04:14:39 am
I'd still like to make magic-copper plated warships myself. The metal plating should make them resistant enough to cannonfire that we'll start winning in the ocean again, and should be light enough that we can actually put it on the ships.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on May 24, 2017, 04:17:59 am
Actually that would be a noce tech and we definitely can evolve the airship from it
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 24, 2017, 04:21:01 am
Exactly what I was thinking, but we'll need to spend a design on it, it's not something we can revise.
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on May 24, 2017, 07:37:11 am
So Possible Design for next turn: Adamantium Plating our ships.
Possible Revision: Shape controlled Adamantium Summoning(LITERALLY unbreakable Metal armor, Large amounts of Cheaply made Metal Spikes, Ect).
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 24, 2017, 02:33:47 pm
Honestly, we first need to design that adamantine to be, you know, shapeable and stuff. Once it's become nearly invincible (Steel-hard or better and workable using magic), we'll be able to armor our ships in what amounts to indestructible leather.

But it's not going to work if adamantine comes in bricks and only bricks. It requires a design to use. Evicted, could you please explain your policy on designs versus revisions to clear this up.
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on May 24, 2017, 06:14:32 pm
Wait... Bricks! INDESTRUCTIBLE FORTIFICATIONS SUMMONED ON DEMAND!
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 24, 2017, 07:00:22 pm
Adamantine plating does NOT need a design. It's extremely easy in concept and practice. However, making an "adamantine" fiber version and making the metallic version shapeable will be design-worthy.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 24, 2017, 08:00:56 pm
Yeah, we could probably do just the plating with a revision, but there's been huge changes to the sea environment, and we've yet to replace our existing boats.  Now they fight with mages and ballistas, always have trailing winds, and can use rigging and keel changes to take advantage of that.  We could use protection for the ballista postions, or design ones that can carry more than one, and have space for carpets.

There's a lot of room for improvement, in addition to the speed and protection from the plating.  The rigging and keel changes should also add speed, and adamantium magazines for the fire pots, as well as protected fire positions would also be very good ideas.  There's a whole raft of changes, and all of them would be beneficial.

Basically, think of it as a new boat to take notice of the change to long-ranged artillery battles with magazines and secure ballista positions, and the always-on wind direction for greater speed.  Having adamantine plating further increases the speed and maneuverability (due to our hulls having less friction and being immune to barnacles and sea decay), as well as significantly increased survivability, with little extra difficulty because nailing sheets of soft supermetal to the outside of a hull is really quite easy, and it's light and strong enough to add quite a bit of toughness over wooden beams, without running into the topweight problem inherant in normal steel armor.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 24, 2017, 08:40:54 pm
I apparently confused Devastator about what I'm suggesting. For next turn's design (evicted update when? ;)) I'm suggesting we upgrade Storm Strike, so that having the storm raging around the area (We're in a clear bubble still, of course) will empower our other wind-based spells, like cyclone shield and gust of wind. The design will also be used to make Storm Strike castable in any weather, and possibly also making it cheaper with all we've learned about efficiency of casting through other uses of wind magic.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 24, 2017, 08:48:05 pm
The main use of the gusts of wind and cyclone shield would be improving the enchantments on the carpets.  Having heavy lightning storms and blizzards in the area would seem counterproductive to that.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 24, 2017, 08:59:09 pm
It's always going to be a lightning storm. The damage the carpets do can't really be compared to the force of the Hammer of Allah. That said, we could probably revise a mini Clear Skies effect onto the carpets or something. Reverse lightning rod?

I mean, really, carpets only need to be used as skirmish weapons. I think we surprised them enough that unless we get a flying ship made of MAGIC METAL or some such we won't be needing much additional changes on our carpets.

And no, that won't be the "main use" of gusts of wind and cyclone shield. Can you IMAGINE the wonders of cyclone shields powerful enough to deflect their cannonballs?
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 24, 2017, 09:14:46 pm
Why make it like storm strike at all?  We have wand magic, we have antimagic, we have enchanted items.  We could just give our casters magic-boosting gear.  You're using a design, you aren't shackled to what already exists.

I still want the boat first as they seem to like to counter what we design, and I don't see them having a good solution to a fast boat that's tough enough to take cannonballs and utterly fireproof, so that might cause them to blow their next design utterly.  Maybe more than one.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 24, 2017, 09:24:55 pm
Because improving Storm Strike like this not only uses our wind experience (Which we have TONS of), it also makes the Hammer of Allah usable again. This might just sway battles our way again.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 24, 2017, 09:29:35 pm
Because improving Storm Strike like this not only uses our wind experience (Which we have TONS of), it also makes the Hammer of Allah usable again. This might just sway battles our way again.

How many bonuses would apply to a wand of wind magic again?
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 24, 2017, 09:31:33 pm
Say that again? That statement didn't make sense. Is one of our spells still regulated by a wand? Perhaps Gust of Wind was? I know Cyclone Shield isn't, and the shield REALLY could use a buff. But, overall, I want the Hammer to be lethal again.

And heck, our carpets should be capable of drawing on this power again.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 24, 2017, 09:33:31 pm
I'm suggesting that a design spent on wind magic could be used to make an item that boosts wind magic done by the caster.  That would do everything you want, and not have the drawback of requiring a storm to do it in.  It would also draw on bonuses by our experiences in wind magic, wand magic, antimagic, and maybe enchanted items, instead of wind magic alone.

I don't want it next turn, I want the boat instead as they like to counter our designs and a fireproof unsinkable boat that will upgrade with the next adamantine revision will be an absolute pain for them to counter, and could well be the only design we ever need to use on the sea, for the duration of the game.  Even if they design a full ironclad, better-than-steel ballista bolts will sink it.

But I am open to doing some metamagic in the turns after that.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 25, 2017, 12:47:35 am

Combat for 934

The jungle sees Moskurg push forward one section, once again stepping foot on Arstotzkan soil.

Carpet bombers still cause more damage during raids, but only barely.  Arstotzkan flares and falcons have proven capable of bringing down and repelling the carpet-riders, so Moskurg mages have moved to a "shoot and scoot" method of attack - they fly over the camp as fast as they're able and drop their firestorm grenades once overhead.  They don't stop and continue on; it does less damage, and they don't always escape Arstotzka's tamed falcons, but it results in fewer casualties.

The battles during the day see Arstotzka firing their long-range artillery from behind clouds of mist.  Normally they'd completely obscure their artillery with mist to prevent carpet-riders from seeing them, but they still need to be able to see the short-lived flares of their apprentices in the field.  The lack of exploding ammunition still limits their lethality, but Moskurg is likewise hampered because they can't bomb with impunity any more.  Ballistas are forced to move up to hit enemy targets and still hit with uncanny accuracy that Arstotzka can't match, but Arstotzka's HC1-E's have a higher fire rate and are just as plentiful.  Artillery is a wash, and charging over land results in similarly well-equipped soldiers smashing into one another with no clear winner.  Ultimately, it's al-Mutriqa who wins to day, flying in bravely on his War Pegasus, slashing falcons left and right and hurling fire at Arsotzkan troops down below.  Arstotzka retreats back a section onto their home soil, but at least now their navy can assist from the shore. 

Moskurg regains a section of the Taiga.
 
Arsotzka blows Moskurg out of the mountains with laughable ease.

Long-range HA1's are killer against stationary castles, and the natural cold of the mountain combined with Arstotzka's Towers of Frost can't be dispelled by the Divine Desert Winds blowing up from the south.  Additionally, Myark is seen here wielding a new wand; a glowing, impressive length of metal that unnerves every Moskurg soldier standing in the theatre.  War Pegasi often aren't enough to repel the long-range artillery, as the obscuring mists can safely hide them here.  Stationary targets don't require flares for zeroing in, and once bombardment starts Moskurg can't repel them quickly enough.  Men have taken on the disturbing trend of fleeing the castle once the walls fall, not even bothering to stand and fight when hope is lost.  Arstotzka's new wand - the Wand of True Light - effectively penalizes Moskurgs moral and pushes them out of the mountains and back into the desert.

Arstotzka gains control of the mountain.  If they hold it for a turn, they will gain a Metal Bonus.


Moskurg secures a section of the plains.

Despite no longer snowing, Moskurgs are still uncomfortable in the unnaturally cold area.  The plains also benefit the longer-ranged HA1 artillery, despite their relatively non-lethal nature.  Trenches are static, and once dialed in the artillery can begin shelling with mist cover, though semi-inaccurately.  War Pegasi are likewise effective at bombing trenches; that is to say, to a limited degree.  Falcons prevent them from truly ruling the skies, though they do make life miserable for the men down below.  Extreme-Range artillery battles are still a wash, as are charges across the devastated no-mans land by infantry.  Moskurgs calvary does slightly better, as it can sometimes close the gap between the lines more often than Arstotzka's calvary, but it's not terribly effective.  Ultimately, despite the cold advantage, Moskurg gains ground thanks to their superior communications via teletalk wands and their ability to use their War Pegasi to respond to threats faster.  It could benefit from improvement, but the Teletalk wands allow more nuanced battleplans, and Arstotzkan flare-users are often sniped too quickly for more than a couple quick artillery adjustments.

Moskurg has secured the plains.  If they can hold if for a turn, they may use the Horse Bonus there.

Arstotzkan ships push both the Eastern and Western Seas.

In these wide-open areas, flares are actually more useful for communication than the limited-range teletalk wands.  The steamships are faster and can pick-and-choose their battles, and each ship can sink multiple Moskurg vessels before eventually burning and sinking to the bottom of the ocean.  War Pegasi are still limited by range, communication, and the attack falcons, though they do a significant amount of damage to Arstotzka's ships.

Arstotzka gains ground in the Eastern and Western Seas.
 

Expense Credit!!!
The trader has returned once again!  Still interested in acquiring magical artifacts to sell overseas, he has enough coin to provide an Expense Credit if we choose to sell him something.  What do we trade the man?


It is 935, the Design Phase.

Spoiler: State of Forenia, 935 (click to show/hide)

Spoiler: Moskurger Spells (click to show/hide)



Behavior Rules.  Please Read.
Spoiler (click to show/hide)
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 25, 2017, 01:15:12 am
Well obviously we sell him the flying carpets. That's a no-brainer.



Time to upgrade our navy, eh?

Sirocco: Slightly larger than a conventional sailing ship, the Sirocco is constructed using strong, light woods from what remains of the Jungle. However, a more important feature is the Adamantium plating on the outside; made from the copper-soft version of the metal, cold-forged into plates 10mm thick, enough to provide some measure of protection against cannons and fireballs, and below the waterline it prevents fouling of the hull, leading to a faster vessel. The deck is covered in a thinner layer of Adamantium, to protect against fire.
The vessel is also faster thanks to the new sails. First, the sails are made substantially stronger than conventional sails, and then an enchanter sows magical runes into them, which when provided with magical energy fill the sails with wind, no matter the weather. Combining their inbuilt winds with favourable weather results in extreme pressure pushing against them, hence the stronger weave. As there is little to no need for the ship to tack against the wind, the rigging can be optimised for speed rather than being able to align the sails in any direction, further boosting the vessel's performance.
Naturally, a dedicated mount for a ballista is present, which is both slightly elevated, and situated so as to not unbalance the ship.

Quote
Sirocco: (1) NUKE9.13
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 25, 2017, 01:23:52 am
Agreed on selling a carpet.

Heh, got ninjaed writing up the boats but yours looks good.  The only thing I'd change is that 5mm of Adamantine is not very much, as it's far lighter and more plentiful than copper, so we could probably go up to something more like 25mm, easily.  (Mind you, the mechanics are loose, so the quantity doesn't really matter, just so long as it's 'enough to add some significant cannon protection.')  Also, the decks should be plated as well, to reduce the fire risk and provide a plated magazine for the fire bombs, as well as some protection built around the ballista mount.

I was also calling mine the 'Sirocco.'


Quote
Swifthulls: (2) NUKE9.13, Devastator

Quote
Sell flying carpet: (2) Nuke9.13, Devastator
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 25, 2017, 01:36:45 am
Yeah, fair enough. I don't know about 25mm, that's quite a lot, but we can go up to 10mm. And I guess we can cover the deck in a thin layer.
Also, I wasn't sure about the name, so I have no problem changing it to Sirocco.

Quote
Sirocco: (2) NUKE9.13, Devastator

Quote
Sell War Pegasi: (2) Nuke9.13, Devastator
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 25, 2017, 03:03:46 pm
Mithril
By changing the structure of the spell used to summon adamantine, we can mold the summoned material as we wish. It can also be made much harder, or much softer. Hard almost to the point of diamond, and as soft, and useful, as a thread.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 25, 2017, 05:29:42 pm
If we want to make a rope or fabric out of adamantium, I'd recommend doing a design on something like a School of Theological Engineering, as with rope or cloth fabric, we pretty much need it to be cheap, and such a school might render the metal forms cheap as well, not to mention giving a bonus to any future work in the field, including revisions.  Good rolls may even fix certain limitations we already have.

In general, though, I'm mostly in favor of trying to do improvements by revisions.  I want to add a couple of extra pluses between similar designs.  I'd also want any cloth to be able to make it keep the right temperature, to cover the all-weather gear, and that's another thing we don't know how to control.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 25, 2017, 06:09:18 pm
Arstotzka asked for Commander feedback, so I I'll give you guys feedback from your own commanders, too.

Theatre Commander Feedback:

Jungle-Tiaga
We'll likely lose ground here, with Arstotzka's sea supremacy backing them.  Long-range artillery would be nice, but it'd be even better if we could get our carpets back to full effectiveness.  Their falcons are frustrating and cost too many lives for what they're worth.  Maybe some better protection would help - some sort of shield, perhaps?   Although that wouldn't help with the anti-magic gems strapped to the falcons causing the carpets to falter.  It'd also be nice to use the Staff from the carpets as well, but it's impossible to use without getting the carpet in the way of the anti-magic.  Hell, making the enchantments secure against antimagic would be pretty dang great.

Mountains
We can't hold the mountains - the cold is killing us too quickly.  The Divine Desert Wind doesn't do enough to combat their cold towers.  Some way of keeping our men from freezing to death would be nice.

Plains
Their long-range artillery is hurting us here, and without our carpets at full effectiveness we can't get an advantage.  We need either long-range artillery of our own or improved carpets, or some way of surviving their barrages.

Seas
Their ships have been slowly getting better.  Better teletalk wands would improve our ability to coordinate, and longer-range carpets would make strike missions viable.  Hell, just being able to withstand being shot by one of their cannonballs would be nice.
Title: Re: Wands Race - [Moskurg]
Post by: Khang36 on May 25, 2017, 06:19:20 pm
Should we make some sort of enchantment that prortects us from their anti-magic charms?
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 25, 2017, 06:34:45 pm
Should we make some sort of enchantment that prortects us from their anti-magic charms?

I don't think that's the best approach, given that enchantments are suppressed by antimagic.  They aren't gone, they just lose their effect temporarily.

We've also had problems combining enchantments in the past.

That said, an enchantment version or long-lasting version of Lucky Strike might help, because it would let the carpet rider shoot down a bird, but that won't work if they have more birds than carpets due to the one-shot nature of lucky strike.

No, I don't have any ideas I think are good for that problem.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 25, 2017, 07:47:12 pm
It seems like swifthulls are the choice for this Design?
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on May 25, 2017, 08:48:16 pm
Quote
Sirocco: (2) NUKE9.13, Devastator, Happerry

Quote
Sell War Pegasi: (2) Nuke9.13, Devastator, Happerry
The Sirocco has my vote for this turn, but I really really want to get the Mirage shield up and running next turn, or if not that then something that can counter their growing artillery advantage. I still want to revise up Magic Copper Pavises this turn, but while I think that'll help I don't think it will be enough.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 25, 2017, 08:59:22 pm
Design: Sirocco [6, 3-1, 4]

Our existing ships have been upgraded with armor. 

Copper-soft Adamantium is hammered into thin sheets and affixed to the outsides of our ships, as well as the decks.  This has the lovely benefit of making our ships glow in the dark, and the minor side effect of making them more resilient to being shot.  Unfortunately, it doesn't have a noticeable effect on speed, and the decks can be slippery when wet, but the extra defense makes up for it.  Some-what thicker shields are also crafted and affixed around the ballista to help prevent a lucky shot from knocking out the ships armaments, though the defense isn't absolute and a lucky shot could possibly manage to slip over or between the plates.  A storage "bunker" is also crafted for firestorm shell ammunition, which should prevent them from exploding when hit - or at least prevent the resulting explosion from destroying the rest of the ship.

The second factor of the design was to use what little wood remains in the jungle and use it to build our ships.  Unlike the Adamantium, this does increase the speed of our ships, and the sturdy wood works in tandem with the plating to make the ship even more resilient against damage.  Our speed should be on par with Arstotzka's, now, with equal or better survivability.  Very Expensive.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 25, 2017, 09:03:38 pm
Dangit, eS, just before I could post an argument again.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 25, 2017, 11:16:42 pm
Yes!  Some good rolls.  Now just try for manipulating the form of summoned adamantium, and we'll have better than steel armor in the place of copper armor, as well as at least having adamantium shields in place of steel-covered pavises.  (and regular armor, but only at Expensive level, I'm assuming.)

Formed Improved Adamantium

Our version of Adamantium that is stronger than steel is merely a theoretical curiosity, as there is no effective method of shaping it.  However, it is produced in a size and shape relatable to man, that of reasonably-sized ingots of metal, similar to many other ingots of refined metal.  As such, it is clearly being created in a form where it is intended to be useful, and it is only our lack of knowledge and failures in piety at fault here.

One possibility is to summon the adamantium into the inside of a restricted area, such as a wooden mold, letting the adamantium fill the mold as it is created.  This should create the adamantium in the desired shape, so long as each individual piece is smaller than the initial ingots.  Notches and holes and such can also be created to allow for the individual pieces to be fastened together.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on May 26, 2017, 12:22:03 am
Hmm I was thinking maybe we could pull the material out of the aether as a liquid and imidiately put it in molds. I think it would be easier to pull off, and that way we could argue that all items can be made with that system.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 26, 2017, 12:27:52 am
Hmm I was thinking maybe we could pull the material out of the aether as a liquid and imidiately put it in molds. I think it would be easier to pull off, and that way we could argue that all items can be made with that system.

That's a great idea, assuming that it harders.  However, we might be able to summon it in solid form already inside of a mold, and just break the mold around the metal piece.

..except we don't need clay molds, because adamantium is cool.  We can use reusable wooden molds, making manufacture much easier.  Anyway, rewriting the suggestion to take advantage of that great idea.

Quote
Formed Improved Adamantium: (2), Devastator, Detoxicated.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on May 26, 2017, 03:37:17 am
Personally I'd prefer to get some Copper-Adamantium Pavise shields going to counter their heavy artillery.

Quote
Formed Improved Adamantium: (2), Devastator, Detoxicated.
Thick Copper-Adamantium Pavises: (1), Happerry
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on May 26, 2017, 06:36:10 am
I don't think a pavise shield will protect our infantry. The shield may survive a hit, but the guy behind will just get struck by the shield instead.

Quote
Formed Improved Adamantium: (3), Devastator, Detoxicated, Kashyyk
Thick Copper-Adamantium Pavises: (1), Happerry
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 26, 2017, 07:11:25 am
Then do this:

"Plated Pavise Shields:
Our pavises now include large spikes pointing down and at an angle behind, to give four embedded points of contact with the ground. This system will keep the shield in place even when struck with a cannonball. To give them this durability, they are now covered, front and back, with a moderate layer of adamantine, at the hardest level of workability, of coursew. This gives immense survivability, and allows the use of some more of our jungle wood to grant rigidity, while the second layer of adamantine prevents any splinters from striking the users."

Quote
Formed Improved Adamantium: (3), Devastator, Detoxicated, Kashyyk
Thick Copper-Adamantium Pavises: (1), Happerry
Plated Pavise Shields: (1) Madman198237

Happerry, I'm just going to point out that said shield will deform, and your design has no means of staying put when hit with projectiles.
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on May 26, 2017, 09:23:05 am
Quote
Formed Improved Adamantium: (4), Devastator, Detoxicated, Kashyyk, Crazyabe
Thick Copper-Adamantium Pavises: (1), Happerry
Plated Pavise Shields: (1) Madman198237
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 26, 2017, 10:49:40 am
Dangit, rereading the pavise shields they don't have a metal front, they're just thick planks of wood, so it'll need a revision.  The lamellar armor should be improved, however, and hopefully our metal weapons as well, although those are less important.  So we'll need a revision at some point to handle that.  It should probably be after we've got better than copper, though, as copper on the front won't improve things that much.

Of course, our shipyard guys have been spending all their time pounding adamantium plates on top of thick planks of wood, so we might be able to change that with just an order, as nailing adamantium plates on top of thick planks of wood not taken to sea should be very similar.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 26, 2017, 11:49:35 am
Looks like formed improve adamantium is winning. Unless that changes, ill roll it up
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 26, 2017, 12:15:17 pm
We need a new name for "Formed Improved Adamatium". We're starting to sound like the Arstotzkans and their "Streamlined Improved Fireballs" or whatever.


Perhaps, instead, call the technique "Magical Molding 101".
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 26, 2017, 12:42:34 pm
I'm fine with calling it whatever, as after all it doesn't need its own entry on the weapon list, just an edit to the existing list.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 26, 2017, 01:33:18 pm
Since I'm evidently not going to win, whatever. Just, no Arstotzkan-ish names, please?


We've almost got eS biased towards us for our better names. Don't ruin it now.
;)
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 26, 2017, 03:45:34 pm
Since I'm evidently not going to win, whatever. Just, no Arstotzkan-ish names, please?

We've almost got eS biased towards us for our better names. Don't ruin it now.
;)

I'm fine with changing the name, just not 'Magical Molding' because this technique only really applies to Adamantium.  So Adamantium Molding for this technique?
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 26, 2017, 03:49:50 pm
Magical Metal Molding, then. Or Adamantine Molding. Or we can call it the Forcing-Your-Sorry-Rear-Into-A-Box-Because-Magic spell.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 27, 2017, 03:29:40 pm
Revision: Formed Improved Adamantium [5]

We fail to conjure the metal in any form other than ingots.

However, we do figure out a method our Researcher Priests refer to as "Divine Metalworking".  By chanting the prayer/spell while smithing inside of a pre-inscribed workshop, our wizards are able to hammer and forge the metal much in the way one could with white-hot iron.  Once the prayer ends and the Adamantium is removed from the holy circles, it once again regains it steel-like hardness. 

It is relatively cheap, relatively light, and impressively strong, although it does require metalsmith work before it can be usable.  We go ahead and upgrade our Sirocco's to use the steel-hard variant rather than the copper-soft variant.  Expensive.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 27, 2017, 03:33:19 pm
Does that apply to anything else?  Our armor, after all is made of metal strips that are assembled elsewhere.  Or does the price need to be reduced to Cheap to affect those?

Also, do our researchers feel that slightly-stronger than steel but impressively light is the limit for the new material, or are further improvements in strength possible?
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 27, 2017, 03:35:25 pm
Quote
Sell the merchant War Pegasi: (1) NUKE9.13
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 27, 2017, 03:41:00 pm
Your process for producing all your mundane metal is the same.  I'd let you overhaul the process to use the metal in a revision, if you want.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on May 27, 2017, 03:47:31 pm
Quote
Sell the merchant War Pegasi: (2) NUKE9.13, Kashyyk

Well, that's next turn's revision solved then.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 27, 2017, 03:53:28 pm
Yeah, although the question of next turn's design is important.  If we go for adamantium cloth, we'll probably want to save the expense chit (as warming our troops and providing various strength bonuses would really require the cloth to be cheap, and it would certainly be a new design.)  We might go for the school then, getting a bonus to the cloth design, making adamantium cheaper, and probably helping make the cloth cheaper in the following turn's design.  It might also be a bonus to revving metal adamantium to be stronger at a future date.

Or we could ignore mithril cloth and spend an expense chit on adamantium, and rev it to be all our metal with one go.  Then next turn's design is free for a new spell, or a new ballista or something.

Or something competely different.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 27, 2017, 03:53:52 pm
How does our naval commander feel about the new boat?
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 27, 2017, 03:54:46 pm
Or we could spend it on the Sirroco and let Arstotzka weep at a whole lot of ships being cannon-resistant.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 27, 2017, 03:58:08 pm
Or we could spend it on the Sirroco and let Arstotzka weep at a whole lot of ships being cannon-resistant.

Yeah, that's an idea I could get behind.  We won't have it for the cloth then, so we'd probably better go with the design for a School of Theological Engineering.

The only question is if that would be overkill.  I'm not sure the new system would allow us to get more than one coastal section a turn, and I think we have gaining one about locked up without spending the expense chit.  If we could gain two, and chase them out of both side oceans, I would be very happy to spend it.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 27, 2017, 04:00:54 pm
Just wait and see what develops. I think that developing mithril in a THREAD form (Specifically not cloth---threads can be turned into ropes as well as cloth) would be infinitely valuable. As in, catapults capable of flying unrealistic loads because they're made with mithril cables and arms with lead weights the size of trailer trucks.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 27, 2017, 04:03:04 pm
I'm thinking the biggest gain of being able to make mithril threads is the fixed temperature bit.  That would negate their cold magics, no matter how cold they make it.  Hence why I'm so concerned with making it cheap, so that we can have enough for everyone.  It would certainly be useful for ropes and sails, too.

Plus, I kinda want to have glowing capes with superheroism enchantments on them.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 27, 2017, 04:04:52 pm
Lol for the capes.
Is adamantine more naturally enchantable than other metals? If it's not, I want to make it so.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 27, 2017, 04:07:47 pm
I'm not certain if that matters, as all enchantments can't be cheaper than Expensive as that's our limit on our ability to enchant anything.

That said, that may be an intent if we design Mithril, as it doesn't need the strength of the metal form for thread or cloth, but the enchantments should still apply to the wearer.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 27, 2017, 04:17:00 pm
...pretty sure we don't have the expense credit yet?
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 27, 2017, 04:17:41 pm
...Yeah, that's right.  Whoops.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 28, 2017, 04:13:37 am
Hmm. Thinking about it some more, I actually like the idea of making Mithril cloth. Reason being, having fireproof cloth would let us build the Alsamma Safina and not have it get destroyed by a single fireball, which I now realise was a major weakness of the initial design. With the 'balloon' made of Mithril, and the 'ship' coated in Adamantium, we'd have a formidable vessel capable of weathering anything the Arstotzkans can throw at it. Soldiers on board could easily shoot down their eagles with bows, and besides, the tiny little anti-magic gems they carry wouldn't be enough to disable the entire ship.   
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 28, 2017, 04:25:38 am
We'd still need something else to make it lighter than air.  The easiest gas for us to get would likely be natural gas, but that's a whole industry to move gas products from A to B.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on May 28, 2017, 04:32:20 am
What about mana batteries? It'll relegate our apprentices to nothing more than magic generators, but we could then load up the air ship with carpets to keep it afloat,  and batteries to charge it.

Even better if we find some way of harvesting magic that doesn't require a wizard as a conduit.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 28, 2017, 04:36:34 am
We'd still need something else to make it lighter than air.  The easiest gas for us to get would likely be natural gas, but that's a whole industry to move gas products from A to B.
Right... if only we had some way of doing physically impossible things with relative ease.

But seriously, we just upscale the flying carpets.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 28, 2017, 11:14:15 am
We use the ENCHANTMENTS. Not the stupid, wasteful carpets. Speaking of which, before we deploy a ship, we make a floating ballistae platform.
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on May 28, 2017, 12:11:08 pm
We use the ENCHANTMENTS. Not the stupid, wasteful carpets. Speaking of which, before we deploy a ship, we make a floating ballistae platform.
Er why not make the Carpets into Sails and Upscale massively, or roll them into massive hollow Cylinders and have mages fill them with Blessed "Lighter then Air" Air.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 28, 2017, 12:22:31 pm
We might just be overthinking the whole thing.  It could just be 'Design antimagic shells' 'Revise Ballista', Win.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 28, 2017, 07:46:22 pm
Combat for 935

This year sees a powerful shift in Arstotzka's artillery equipment.  Their HA1's, longer-ranged and higher caliber than their smaller HC1-E's, are now merely Expensive.  Before, Moskurg only had to worry about the occasional barrage from beyond their line of sight every once in a while, and even then only a few shells would fall at a time.  Now, when the inevitable Green Flare rises up over the horizon, they can expect metal shells to rain from above in furious amounts.  Carpet bombers can't kill enough to make a difference, not with falcons scratching at their face and limiting their effectiveness.  Ballistas, once the main-stay of Moskurgs assaults, have been limited to sniping the apprentices in the field before they can send off their flares.  Assaults are met with a hell-storm of artillery fire.  al-Mutriqa does his best, zipping around on carpets and hurling firebombs, but it's not enough.  Lightning can't even be used due to the constant freezing, snowy temperatures.  Moskurg is forced out of the Taiga easily.

Our Theatre Commander is frustrated with our men dying from Arstotzka's damned cold.  It is something we must address if we ever wish to march into their capitol.  Their new artillery is dangerous, and it utterly outclasses anything we have.  It wouldn't be so bad if we had more air forces that weren't constantly being attacked from bellow - ideally, we'd be able to commence uninterrupted bombing raids night and day.  The jungles provide us with the best wood on the carpet, and we can't afford to be pushed back next year.  This theatre is your highest priority, and whatever we develop next year must help us here.

Arstotzka regains full control of the Taiga.

Arstotzka pushes down from the mountains this year, gaining a section of desert.

Their Minor Towers of Frost make the swelting desert weather bearable, and Moskurgs Divine Desert winds can't repel the cold fast enough.  The HA1 artillery has a height advantage, meaning their unbeatable range is even further increased.  Moskurg still suffers from diminished carpet effectiveness, and their temperature bonus isn't enough to offset the constant barrage of artillery shells.  The warmer temperatures mean their Storm Strike and Hammer of Allah can be used, at least - lightning strikes at random, frying artillery cannons and soldiers as they come down the mountains.  It's close, but Arstotzka manages to gain a section.  Next year Moskurgs Naval Advantage will make it possible to land behind them and bombard them from the coast, but for now Arstotzkan boots tread on Moskurg sands.

Our Theatre Commander says we'll likely be able to push them back next year, but their artillery will make it difficult.  Being able to use our lightning helps a lot, and if we could use it in other theatres again we'd likely have a better chance of winning.  Carpets that didn't have to worry about falcons would be ideal, if you could figure out some way of protecting our carpet bombers.  This is our home, and the highest priority for our design focus.

Arstotzka gains a section of the desert.  They have regained their Metal Bonus from the mountain.

The Artillery bonus is even more obvious in the plains.

Flat, open ground is an artilleryman's dream, and though the shells only kill where they hit, there's enough of them that the trenches are constantly under attack.  Their fire rate comes in bursts as they're forced to wait for more ammo and water to supply their cannons, but these reprieves don't come often enough for Moskurg.  They gain a section of ground, forcing Moskurg to cede their absolute control of the plains.

Our Theatre Commander is dismayed by our loss of artillery control.  We invented artillery support, yet Arstotzka has us completely outclassed!  Either we must regain our control of the long-range support game, or find some other way to change the nature of battle in a way that Arstotzka won't expect.  You must absolutely consider this your highest priority.  Oh, and he asks for his uninterrupted carpet air support back.

Arstotzka has secured a section of the plains.

Moskurg ships push the Eastern Seas and Western Seas.

This year, Moskurg rolls out a new, powerful variant of their ships - named the "Sirocco".  Made of what wood is left in the jungle, the Sirocco has a hardened hull clad in an unnatural, glowing white metal.  These ships are just as fast as Arstotzka's steam ships, and the hull can survive all but the most close-range, carefully-aimed shots from their powerful steam cannons.  This, combined with their air superiority, means they are able to beat Arstotzka back a section in the sea in the Eastern coast. 

It is a much closer battle in the Western sea, though - Myark is seen standing aboard one of their lead ships, hurling fireballs and firing off cannons with each hand.  His falcon single-handedly takes down a flight of carpet bombers, but the real advantage comes from his Wand of True Light - once battles start, it's difficult for Moskurg sailors to stand and fight.  They flee more often than not, but even these brief skirmishes go in their favor.  They're just as fast as steam ships, and unless the shot hits square cannon rounds will deflect off their armor.  Meanwhile, Moskurg ballistas have no problem setting Arstotzkan ships alight, which inevitably sends them to the bottom of the ocean.  It's close - very close - but ultimately Arstotzka loses more ships than Moskurg thanks to their new armor and fast hulls.

The Theatre Commander desperately wants to impress upon you the importance of naval support.  If we controlled the oceans - ALL of the ocean, all around Forenia - Arstotzka wouldn't be able to compete with us!  We'd be able to land forces behind their lines.  The armored ships was a good start, but he asks for even better ships to keep Arstotzka from ever being able to match us.  He doesn't care how you do it, you must ensure we don't lose this advantage - the seas are your highest priority.

Moskurg gains ground in the Eastern and Western Seas.
 

Expense Credit!!!
The trader starts off waveringly on the War Pegasi, but after a bit of practice he's zooming around the harbor like a pro.  Clearly very impressed with the carpets, he buys a crate-load of the enchanted fabric and we carefully explain how to keep them enchanted and working.  He and his men wave goodbye as they disappear over the horizon.

We have gained an Expense Credit.


It is 936, the Design Phase.

Spoiler: State of Forenia, 936 (click to show/hide)

Spoiler: Moskurger Spells (click to show/hide)



Behavior Rules.  Please Read.
Spoiler (click to show/hide)
Title: Re: Wands Race - [Moskurg]
Post by: Khang36 on May 28, 2017, 07:52:29 pm
Can we use our expence credit to get more wizards from what i remember we don't have enough to use the carpets and cast lucky strike for all of our balistas.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on May 28, 2017, 07:53:15 pm
Well we can use it on lucky strike.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 28, 2017, 07:54:11 pm
I suppose we may want to go with a design phase for a new ballista, then.  Go for better range without the enchantments, and a windlass for quicker reloading?

Or we could stick with the plan and get some artillery resistant infantry.  They may have cheaper cannons, but they won't have more cannons than we do infantry.
Title: Re: Wands Race - [Moskurg]
Post by: Egan_BW on May 28, 2017, 07:59:49 pm
Oh hey, maybe an actually useful wind-based attack could be used to sabotage those damned steam cannons? Make them go over pressure tolerance and explode in the arstotzkan's faces.
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on May 28, 2017, 08:01:04 pm
New Design: Angel wing MEGA Ballistas
By Using a Mixture of Different Strengths of Adamantium, and Inscribing the Entire Device with a Multitude of Prayers for Strength, Stability, and Control, we hope to make a new design of Ballista of Much larger size, and capacity to Shoot far Farther then we have ever shot before, and Bring our Blessed magic to our newest need. The Devices themselves will have to be immoble, so they do not send themselves flying with the power they will be able to hold.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 28, 2017, 08:26:59 pm
The sea advantage should come in during the next turn or two.. I don't think they have a solution for that.  Anyway, here's some things I think we could do.

New ballistas.  Jungle wood and windlasses should mean more range... later with adamantium wires due to the upcoming metal -> adamantium revision.  Sadly, we don't have adamantium pavises to bounce shells and make really fortified areas for that.. otoh, with more range it's less important that they do that.

Stick with the plan and go for a School of Adamantium.  This would let us spend the rev to change all our metal over to the new stuff, and would likely make it Cheap.  We should get some use due to slightly better armor, even if it isn't extreme.  We'll lose ground next turn, but should hold in the desert (due to the naval bonus), and gain ground in both seas again, earning the naval advantage in the plains and the jungle, which will make it easier the following turn.

I think the safest thing to do would be Design: New Ballista, and Rev. Adamantium-for-metal.  I'll probably stick with it, between the adamantium and the jungle wood we should be able to get an extra range unit, and we do have BVR spotters just by flying carpets above our soldiers.  Cheap Lucky Strike would mean enough regular archers to keep the birds off the fliers.

Anyway, here's the ballista design:

Hardwood Ballista.  Using the jungle woods and steel cables, we seek to make the ultimate ballista.  A windlass or hitching arrangement is used to allow greater force to be applied in the reloading process, which allows for the greater range, and a greater rate of fire under conditions where lesser range is needed.  These would have the range of the enchanted version of our existing ballistae, and enchantments can be applied similarly to bring these to a range that hopefully is comparable to the new Arstotzkan cannons.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 28, 2017, 08:40:38 pm
Here's the thing: Given our control over the metal, and our experience with ballistae, building a ballista out of adamantine should be child's play. If we include in the process of building the ballista the ability to control other attributes of adamantine, we should be able to make an incredibly powerful ballistae.

The other, perhaps better, option is to build a catapult. A catapult can use adamantine for its structural members (Meaning it can throw a lot of weight without being damaged), while still being torsion artillery, so it gets all the bonuses (Or most of them, anyway) from our ballistae experience. This, combined with our carpets, would allow us to go BVR. Then, once we know the effectiveness of the new catapults and their expense, we consider whether it makes more sense to cheapen Lucky Strike or cheapen the catapults.

Allah's Arm
This massive construction is made of solid jungle hardwood, reinforced with adamantine plating of the toughest, hardest grade we can summon and shape. It is specially reinforced and the cables used to construct the massive torsion components are of the highest grade available. This huge monster is constructed with removable wheels on the bottom of its rectangular frame for mobility, and has a pulley system so that tension can be put on the ropes by a team of horses. It is expected to throw a payload at ranges at least equal to the range of Arstotzka's new cannons. The goal is to provide a larger payload than the ballistae as well, though range and reliability are the chief concerns.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 28, 2017, 08:46:13 pm
We need flexible material for the basis of catapults and ballistae.  Most of the energy is stored in the cables, but you get extra energy in the frame.  I'm not against using adamantium in it, but maybe the better purpose would be an armoured catapult, say?

That's an idea.  We have wheeled ballistae.  We have armor plating.  We have horses.  We could just build an armoured ballista that we wheel towards the enemy and that can be sat into the ground well enough to take some cannon shells, and given Lucky Strike, knock out the opposing cannon before being repositioned.

Also, how close do those flare-shooters have to be to target our artillery?
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 28, 2017, 08:49:05 pm
Just posted a design for a catapult.
Er, in an edit of the last post.

I don't think armoring up ballistae is going to cut it. I think we need to spend a revision (If the catapult goes well) to make a wheeled, weighted adamantine pavise shield.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 28, 2017, 08:52:00 pm
The problem with that is the pavises are Very Expensive (for some unimaginable reason..) and probably need to be cheaper.  I'm fine with Adamantium Pavises, but I'd really want to just rev all metal -> adamantium sooner or later, and ada's still base Expensive.  So revving it cheaper while adding an expensive component seems unlikely.

And do note, that although it isn't listed, we should have enchantments available for one more range increment on our torsion artillery that could be applied to the new catapult.

I still do want it to be Cheap, though.  Every time we design something with Expensive adamantium we seem to take a penalty to cost.  They have absurdly cheap and good artillery, and if we're matching it strength on strength, we need our own to be equally cheap.

The sea advantage may be enough.. we could let it roll another turn and design cheap adamantium this turn.  That would let us rev. metal-ada, and then next turn just roll them over with Ada. Shields and rev our heroism wand to have a greater AoE.  I'd bet that'll let us chase them down.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 28, 2017, 08:56:19 pm
Well, using the revision to make an entirely new pavise should remove our issues with expense.

Also, we'd be better off just making the catapult simple at first. Revise (Or, more likely, design new) later to capitalize on all our abilities. First learn to swim, then learn to dive.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 28, 2017, 09:02:33 pm
Well, using the revision to make an entirely new pavise should remove our issues with expense.

Also, we'd be better off just making the catapult simple at first. Revise (Or, more likely, design new) later to capitalize on all our abilities. First learn to swim, then learn to dive.

We do have very good artillery to boot already, so any improvement will be fairly challenging.  All the same, we have a lot of bonuses to the attempt, so it shouldn't be impossible.

Here's the writeup for the Adamantium manufacturing:

School of Theological Engineering.  The main restriction for use of the new material, Adamantium, is the requirement for a new profession to be formed.  A leather vest may take a half-dozen people from the horse to the customer.  It goes from the farmer to the buyer to the tanner to the tailor, with people transporting it from one to the other all throughout the process.  Adamantium requires a new profession to be created for the manufacture and use of the good, and as such, requires an organized school to teach apprentices and blacksmiths the techniques required to become Scholastics, and fill the gap in the process.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 28, 2017, 09:06:49 pm
I feel the need to reiterate what I told you guys when you upgraded the ballistas to Extreme Range.  You'll likely be able to get just one more range increase out of it, but you're running into limitations that are simply inherent to torsion artillery.  Without your Lucky Strike, your ballistas would have been outclassed a long time ago.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 28, 2017, 09:08:40 pm
Which is why I'm considering not doing it.  I'm a bit miffed at their shells not breaking apart on our ship hulls, though.  Are they harder than steel, or is the coating not thick enough?

(I'm estatic about the results, to be honest.  Did Myark get injured having lost a battle?)

We might want to fix it just by having some large area buffs.  Get the adamantium for all our soldier's gear, and just go for mass haste spells so we can simply charge them out of existance.  Mithril cloth will handle the cold once we get to it, so that should be solveable.  Once we're in medium range, antimagic will snuff their cannons out.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 28, 2017, 09:11:15 pm
They developed shaped ammo a long time ago to get an accuracy bonus.  It's shaped like conventional artillery shells to take advantage of their rifling. 

Also, how the fuck are you miffed?  Your ships are deflecting shells that used to sink your ships in a single hit.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 28, 2017, 09:11:52 pm
I'd say that catapults, given their much larger torsion/energy-storage capability, advantages of leverage, and the utterly non-laws-of-physics-obeying ways in which we use magical materials should be capable of giving us a massive range bonus compared to ballistae. As in, massive enough to catch their cannons.

Unless we can go into trebuchets. Those might be better. But I really don't want to have to play catchup with cannons and crap like that.

The alternative, of course, is to build an all-adamantine cannonproof ship....and then making it fly next turn.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 28, 2017, 09:12:05 pm
I'm estatic about the results.  Just was hoping they'd shatter as it would mean heavy shields would be a strong counter.  ;-p

Not shattering might mean we should just go into spells at this point to solve their artillery.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 28, 2017, 09:13:45 pm
Myark and al-Mutriqa are only injured when facing off against each other.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 28, 2017, 09:17:33 pm
Myark and al-Mutriqa are only injured when facing off against each other.

Dang.  Where was al-Mutriqa?
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 28, 2017, 09:18:54 pm
jungle.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 28, 2017, 09:21:37 pm
Screw it, guys.

Da Vinci's Battlewagon
This battlefield monstrosity is basically a shell of cannon-proof adamantine, flipped over and mounted on a large, wheeled base. The edges of the shell are very close to the ground, but not close enough to interfere with the movement of the machine, except on exceedingly rocky or rough ground. There are doors on the back for the exit and entrance of troops and horses, and a ballistae mounted on a platform built onto the frame at the front, capable of firing through a very narrow aperture. The Battlewagon is propelled by a team of horses inside the shell, and brings along a squad of soldiers who walk underneath the shell until they reach Arstozkan artillery lines.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 28, 2017, 09:37:19 pm
If we go for a battlewagon, I really want that adamantium to be cheap so we'll have enough of them.

Quote
School of Theological Engineering: (1) Devastator
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 28, 2017, 09:38:56 pm
It doesn't have to be cheap. We won't make them "cheap". We use the design and revision, if necessary, and we take a look at using the expense credit. We don't need to burn a design on making adamantine cheaper.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 28, 2017, 09:49:58 pm
If we make it cheap before we do it, it's essentaially adding a +1 on the price roll, which is the same as using a revision or an expense chit.  It would be saying that this turn isn't super-critical, and using this one design now to save us several changes in the future.  There's a lot of stuff that expense chit should be used for, such as cheapening lucky strike for more carpet riders and more lucky strike archers, which will help kill their birds dead.  If we roll well, it might be an improvement on future adamantium designs, and I want a big roll on effectiveness.

Secondly, cheap means we can use the rev for all metal being adamantium, which would include arrows, armor, and ballista heads which will let us pre-beat their armor.  It's just too much gain, and it would save a revision doing it before doing the carts next turn.

Besides, the turn after we roll out the carts, I don't want to be spending designs fixing it.  I want to spend a design making a big buff spell or an antimagic projector to knock out their cannons en-masse, from under one of these carts.  We can then just march infantry up into the null zone to wipe them out.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 28, 2017, 09:53:07 pm
eS, can you clue us in as to whether the adamantine cheapening scheme will work, and if it would be suited to a revision instead?
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 28, 2017, 09:55:56 pm
Generally you get a bonus to expense if you're using a cheap component, a penalty if you're using a Very Expensive component, and nothing if you're using an Expensive component.

Expense Credit happens at the end of the turn, so it doesn't matter anyways.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 28, 2017, 09:57:56 pm
...Like, would the "School of Whatever" that he's proposing do anything for our costs? Or can we only reduce costs with an expense credit.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 28, 2017, 10:04:02 pm
We did something similar with our ballistas some time ago.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 28, 2017, 10:05:47 pm
If you want to spend your design making it cheaper, you could do that, yeah.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 28, 2017, 10:06:31 pm
Perhaps a revision instead? It seems wasteful for a design. Nobody's winning right now, but if they keep up the artillery improvements, we'll lose badly. We need this battlewagon, or the all-adamantine ship (Which could then become flight-capable, as a result of its low weight, as leather weighs less than wood. I think.)
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 28, 2017, 10:07:51 pm
I want to do a revision to replace all our metal with adamantium.  Spending the expense chit to make it cheap would be fine.

That said, the same logic applies, lets do the design after we get the +1 to the cost.  Maybe we should design a new spell or something instead?  Something that'll stack with the carts next turn?  And maybe provide some initial help?

I think I can get behind that, too.  Spell, rev metal-> adamantium, expense chit adamantium.  We could have the spell be something simple like a wand of lightning bolts, so that our carpet riders can blast birds out of the sky, giving us bombing runs back.  It'll mean next turn they have to deal with bombing runs and our new ships, and I don't think they'll manage to counter both.

Wand of Lightning Bolts. This rod of glass can store the power of a lightning storm inside it, to be released at will later.  This lightning can strike out at targets, and crucially, takes only a tiny amount of will to trigger the release, allowing the mage to concentrate on other spells.

I'll go with that plan, then.

Quote
Wand of Lightning Bolts (1) Devastator
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 28, 2017, 10:17:22 pm
Alright. Revise that wand to hit enemies (Preferably only enemies) in a cone in front of the caster and I'm good with it.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 28, 2017, 10:18:15 pm
Alright. Revise that wand to hit enemies (Preferably only enemies) in a cone in front of the caster and I'm good with it.

I think that would be dependant on the effectiveness and glitch rolls more than anything..

Quote
Wand of Lightning Bolts (2) Devastator, Madman198237
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 28, 2017, 10:18:44 pm
Well, at least give us something to shoot for. It's useless to us if it can't shoot down the flocks fast.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 29, 2017, 12:10:43 am
From the core thread:

Quote
Moskurg's new wood seems overpowered. It's tough enough to survive "all but the most close-range, carefully-aimed shots from [our] powerful steam cannons" on top of making their ships go faster. They got this in a single turn with no experience in magic woodwork prior, with the only bonus being from the Jungle wood.

I'm sorry, Evicted.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 29, 2017, 12:27:26 am
From the core thread:

Quote
Moskurg's new wood seems overpowered. It's tough enough to survive "all but the most close-range, carefully-aimed shots from [our] powerful steam cannons" on top of making their ships go faster. They got this in a single turn with no experience in magic woodwork prior, with the only bonus being from the Jungle wood.

I'm sorry, Evicted.

I don't mind people bringing up concerns.  I mind it when people bring up concerns, and then continue harping on it even after I've made my decision.  I'm one guy desperately trying to figure out the balance in a fictional magic forum game, so I'm going to make mistakes - people questioning the balance gives me some perspective on what would need tweaking.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 29, 2017, 12:54:00 am
Dang it, I was hoping for them to think of it wrong for a couple turns.

Still, though, it should be better than the equivalent in steel.  Steel is a lot heavier, which slows down the boat.  Steel also rusts, which weakens over time and means it doesn't last, particularly at sea, and the extra topside mass means lower hulls in the water and a tendacy to roll over.  It's also much harder to plug holes in a metal boat than a wooden one.  Wooden ships generally took a lot of cannonfire to sink, largely because the wood itself floated, requiring the boat to ship a lot of water before going down.  For a metal ship you need a double hull, watertight hatches and sections, portable pumps and welding/riveting.

A steel ship also doesn't mean fireproof.  Our shells scatter burning liquid over the decks, which should kill crew and wreck stuff it hits.  It probably won't be a one-hit kill, unless we hit the cannon.  Adamantium's heat-absorbing abilities make it ridiculously fireproof.

I'm also hoping that there is more strength improvement possible in Adamantium.. that is, that we haven't maxed it yet.  Have we?
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on May 29, 2017, 04:07:46 am
Quote from: Tundra Commander
Our Theatre Commander is frustrated with our men dying from Arstotzka's damned cold.  It is something we must address if we ever wish to march into their capitol.  Their new artillery is dangerous, and it utterly outclasses anything we have.  It wouldn't be so bad if we had more air forces that weren't constantly being attacked from bellow - ideally, we'd be able to commence uninterrupted bombing raids night and day.  The jungles provide us with the best wood on the carpet, and we can't afford to be pushed back next year.  This theatre is your highest priority, and whatever we develop next year must help us here.
Quote from: Desert Commander
Our Theatre Commander says we'll likely be able to push them back next year, but their artillery will make it difficult.  Being able to use our lightning helps a lot, and if we could use it in other theatres again we'd likely have a better chance of winning.  Carpets that didn't have to worry about falcons would be ideal, if you could figure out some way of protecting our carpet bombers.  This is our home, and the highest priority for our design focus.
Quote from: Plain's Commander
Our Theatre Commander is dismayed by our loss of artillery control.  We invented artillery support, yet Arstotzka has us completely outclassed!  Either we must regain our control of the long-range support game, or find some other way to change the nature of battle in a way that Arstotzka won't expect.  You must absolutely consider this your highest priority.  Oh, and he asks for his uninterrupted carpet air support back.
Quote from: Naval Commander
The Theatre Commander desperately wants to impress upon you the importance of naval support.  If we controlled the oceans - ALL of the ocean, all around Forenia - Arstotzka wouldn't be able to compete with us!  We'd be able to land forces behind their lines.  The armored ships was a good start, but he asks for even better ships to keep Arstotzka from ever being able to match us.  He doesn't care how you do it, you must ensure we don't lose this advantage - the seas are your highest priority.

Okay. General argument is win back artillery and air support. Here are a few suggestions I feel will help all theaters with these issues:

Desert Mirage - Imitating the trickster nature of a midday desert, we can cause our armies and ships to be unseen beyond medium artillery range. Companies of infantry, ballista batteries and ships will appear to be in other places, be random pieces of foliage or not-exist at all. With this we can safely advance comfortably into range and blast the crap out of them.

Pegasi Stables - Using every technique we know about regular horses, combined with a refinement of the enchantments involved, will produce much more obedient and capable carpets much more quickly. As we're focusing on this rather than other improvements, we should be able to drop the expense to cheap, flooding the skies with carpets.

Airborn Ballista - We need better artillery or better air support. Why not both? Make a larger war Pegasi, and mount a ballista on top. It will be much more complicated than it sounds, but we will end up with artillery than can fire on the move, and will be a nightmare for enemy forces to deal with.

Trained Hawks - They're using Falcons to attack us. Let's train up some Hawks for defence as they are bigger. 'Nuff said.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 29, 2017, 04:28:27 am
So, I mean, we're not in great shape. But I really think the way to change this war around is to focus on flight. And to do that, we first need to focus on

Mithril: Following our development of a divine metal, our forge-imams have proposed a new project, one which they refer to as Mawdue al'Iilhi, 'Divine Thread'. The idea is to use a similar technique to Adamantium to summon flexible threads of metal instead of ingots, which can then be woven into a nigh-impenetrable cloth. Our less poetic researchers have taken to referring to this hypothetical material as 'Mithril'.
Mithril could be used to make cloth armour that is impenetrable to arrows, sails that deflect fireballs, and many other intriguing items. One researcher insists that the cloth must be lightweight, so that we can make Pegasi out of it.

Because look, what is the most important aspect of long-range warfare? Hint: artillery is the second most important.
...hint two: it's aerial superiority. They're beating us in artillery, and as the GM says, we aren't going to be able to win that race without inventing a completely new sort of weapon. But we can win the air race, and they won't be able to compete without, I dunno, inventing the infernal combustion engine and building a plane.

I realise that this would provide us with little-to-no benefit this turn, but I hope that spending a revision to make Adamantium a widely-used metal will provide a sufficient bonus that we don't lose too much ground- and then next turn, boom, airships. What can they do against airships?

Quote
Wand of Lightning Bolts: (2) Devastator, Madman198237
Mithril: (1) NUKE9.13
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on May 29, 2017, 04:44:05 am
Quote
Wand of Lightning Bolts: (2) Devastator, Madman198237
Mithril: (2) NUKE9.13, detoxicated

Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 29, 2017, 06:52:44 am
(We're losing right now and need to boost our air support to win)

(..I know this won't help us now, but..)

Wands of lightning bolt are a design to help us win back air superiority by letting our carpet riders shoot down birds easily.

With the birds down we can bomb out their artillery.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 29, 2017, 07:12:32 am
Let's start with the lightning. If we can use a single design to regain the air, we ought to be able to go back to round-the-clock bombing raids again. We use this turn's design and revision if necessary. If the revision's not necessary, then we use the revision to try and develop a super-hard version of mithril, or perhaps a method of easing the shaping process. Either one would be a huge benefit, though the revision might get us closer to replacing normal metals with mithril.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 29, 2017, 07:13:21 am
We have been explicitly told that it's a one-revision possibility to replace normal metals with adamantium.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 29, 2017, 07:14:51 am
Hmm. Okay, I missed the bit about using lightning wands to kill birds. I guess that makes sense.

I can acknowledge that I am, perhaps, a little bit obsessed with the idea of building an airship.

Fine, fine. Taking out their AA will have a more immediate impact this turn.

Quote
Wand of Lightning Bolts: (3) Devastator, Madman198237, NUKE9.13
Mithril: (1) detoxicated
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 29, 2017, 07:15:31 am
But in its present state is that a possibility? As in, given the expense, can we declare that we're going to use the expense credit (With a vote, obviously) and then revise it into all our other metals now?
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 29, 2017, 07:18:39 am
Don't see why not.  We've got no advanced construction techniques.. no welding, no casting, no machine tools.  We're not using anything fancy.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 29, 2017, 07:20:26 am
The metal is expensive.

Do we have enough to replace all our gear?
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 29, 2017, 07:20:42 am
We would with the chit, yes.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 29, 2017, 07:21:47 am
That's all I was saying.

And, also, for eS: Can we preemptively use the expense credit and revise the metal onto all our existing metals in the same turn?
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 29, 2017, 06:20:25 pm
Expense Credit occurs after the Revision.

It looks like it's the wand of lightningbolts.  I'm going to go ahead and roll it up.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 29, 2017, 06:44:29 pm
Design: Wand of Lightning Bolts [4, 5, 2]

Made from turned glass, an Adamantium core, and painted with copper and zinc leafing, the Wand of Lightning Bolts is our second attempt to develop a battle spell that an individual wizard could cast by himself.  The wand must be charged beforehand, which is the simple task of building a lightning rod tower and calling down the Hammer of Allah on it.  Each wand can carry a single charge and unleash a modestly powerful lightning bolt that could fry a single man, cannon, or multiple birds (if they're close together).  The bolt always terminates at the ground, limiting its range to Close - or Medium range, if the wizard is flying.

The wand is difficult to aim, and the lightning often arcs off in random and surprising directions.  Wizards who use the wand must stand a great distance apart to avoid friendly fire.  Like normal lightning, we have yet to figure out how to control the powerful force of nature absolutely, and on rare occasion the over-eager bolt will shatter the wand as it leaps towards the ground, maiming the wizard.  This is relatively rare, however, and our mages have taken to wearing thick, cumbersome leather gloves on their casting hand to prevent being mutilated by the glass shards.  The lightning will slowly fade in the glass prison, and Wands of Lightning have a shelf-life of a couple days before they must be recharged.

Because the wands are relatively easy to fabricate and charge, they are merely Expensive.
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on May 29, 2017, 07:00:22 pm
Revision: make all possible equipment out of Adamantium.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 29, 2017, 07:41:19 pm
How about this:

Endless Wand of Lightning
Taking what we have learned about lightning through all our weather magics, this wand can store greater amounts of power and thus fire for significantly longer periods of time. It can be used several times before being exhausted, allowing each carpet-rider to shoot down most of the flocks that will inevitably rise to attack them.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 29, 2017, 07:45:08 pm
So can a wizard use it to defend against birds when flying, or is it useless as is?

(Sorry for being blunt like this, just tired.)

Work Adamantium into the supply chain.

Quote
Adamantium in place of normal metal: (2) Crazyabe, Devastator
Enless Lightning Wand: (1) Madman198237
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 29, 2017, 07:54:10 pm
So can a wizard use it to defend against birds when flying, or is it useless as is?



Each wand can carry a single charge and unleash a modestly powerful lightning bolt that could fry a single man, cannon, or multiple birds (if they're close together).
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 29, 2017, 07:57:10 pm
Right now, though, it likely won't be enough to get all the birds.

Unless, eS, you can clue us in as to what we expect from our bird-zapping trials?
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 29, 2017, 07:59:20 pm
Should be workable, then, assuming their birds aren't cheaper than Expensive, given that I see no reason you couldn't give the guy on the Very Expensive carpet more than one wand.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 29, 2017, 08:00:22 pm
Right now, though, it likely won't be enough to get all the birds.

Unless, eS, you can clue us in as to what we expect from our bird-zapping trials?

It was pretty clear what the effectiveness of the wand is in the description, guys.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 29, 2017, 08:02:59 pm
Well, yes. It was. But is it enough to keep all their birds off?

I'd say no. And besides! Why not have non-weather-related lightning-casting abilities for AFTER the birds are all dead?
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 29, 2017, 11:22:59 pm
Waiting on you guys to decide on a revision.
Title: Re: Wands Race - [Moskurg]
Post by: Egan_BW on May 29, 2017, 11:24:28 pm
Addy revision!
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 29, 2017, 11:41:11 pm
Revision: Adamantium Everything [6]

We replace almost everything with Adamantium.

Everywhere steel could be used, we replace it with glowing white Adamantium.  Weapons, armor, buckles, buckets, horseshoes, arrowheads, nails - obviously we prioritize what gets exchanged first, but after a bit of working at it we teach our common blacksmiths how to work the metal and put our wizards to work churning out as much of the stuff as we can.

Because Adamantium is Expensive, our Cheap steel items can't all be replaced.  Some of it is forged out of the Holy metal, but for the most part anything that's Cheap can be largely considered to be still made out of steel.  Our general expresses some concern about having our entire army rely on this metal, but it's quickly overshadowed by the troops who are pleased to have lighter, sharper weapons and armor.

The constant temperature of the metal is still cool when not being forged, and wearing lamellar armor made out of the stuff can be most optimistically described as "chilly" by our men.  It's fine to wear for a few hours at a time while idle, and an active soldier won't have any problem keeping warm, but it will be a problem in areas where the temperature is already very cold.  This isn't a huge problem, though, since we only have enough Adamantium to outfit our squad commanders in the stuff and they'll default to good old steel where needed.  All Expensive or Higher metal equipment is made out of Adamantium.


Please decide on the Expense Chit and where to send al-Mutriqa.
Title: Re: Wands Race - [Moskurg]
Post by: Egan_BW on May 29, 2017, 11:46:55 pm
...Can we use an expense chit to give all our soldiers really nice warm clothes to wear under lamellar and to help resist the Arstotzkan supernatural cold? Because that seems like an actually very nice use of resources. Prevents out men from dying on nearly all fronts.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 29, 2017, 11:49:20 pm
Dangit, I thought it being 'chilly' or 'cool' meant warmer than the deathly freezing environments arstotzka uses against us, so it would help in that situation.
Title: Re: Wands Race - [Moskurg]
Post by: Egan_BW on May 29, 2017, 11:52:10 pm
Yes, together with insulated layers under the armor, it should keep people warm enough. If understand fixed temp right, if the outside is colder than the armor, the armor will actually generate heat.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 30, 2017, 12:29:25 am
I'll get over it, but a six meaning 'Moskurg gets to be notified of an issue with their gear that they didn't previously know about' is kinda a crappy result from a six, as we would know that problem after a turn anyway.  So this six means that for a single turn we don't penalize our soldiers by using this on the plains, where we weren't likely to win anyway.

I'm still in favor of expense chitting it, if mostly to give us the +1 bonus to having cheap metal available on any future design using metal.  IOW, creating the mountains bonus without the mountains, and we could probably revise it up to 'warm' instead of 'cool', which will mean it'll fry our soldiers after a few hours of putting it on, but that'll probably be okay in the freezing cold of Arstotzka.

Also, it should allow some more ability to nail their spotters with arrows, instead of having to use ballistas because they're immune to all but point-blank arrows.

We could also expense-chit lucky strike and clear out their spotters by shooting them through the eyeslits again, but I'm mulling over on just biting the bullet and making that a design for an Enchanted Bow.

Quote
Expense Chit:
Spend on Adamantium (1) Devastator

Quote
al-Murtiqa
Desert (1) Devastator
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 30, 2017, 01:13:03 am
After thinking it over, Adamantium armor won't provide a penalty in cold weather.  It will not provide a bonus either, because it's still well below body temperature.  The temperature properties are a bit like Aquifers in Dwarf Fortress - you can dump any amount in or get any amount out, but it's always that one temperature.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 30, 2017, 01:59:50 am
Jolly good. I suppose having cheap Adamantium is worth an expense credit.
...even though I'm tempted to keep it until we build an airship.

Quote
Expense Chit:
Spend on Adamantium: (2) Devastator, NUKE9.13

Whilst I was going to support sending al-Mutriqa to the desert, I think holding onto the Jungle is actually more important? We can always send him desertwards if we lose another section. After all, losing a section of Desert doesn't hurt us till the last one, whereas losing a single section of Jungle reduces the amount of reinforcements we get, and cuts our wood bonus.

Quote
Send al-Mutriqa to the Desert : (1) Devastator
Keep al-Mutriqa in the Jungle/Taiga: (1) NUKE9.13
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 30, 2017, 02:13:13 am
We could afford to lose ground on the desert, but mostly I'd be trying to force a duel and a knockout on Myark this turn, and I think they'll either put Myark on the ocean again or put Myark on the desert, and the desert is the overall more threatening position for them to try for.

As for next turn, I'm not sure what to do.  The cart is an idea, but we might want to just try to make smoke bombs, to see if we can close to medium range and let our staffs shut down their artillery for the final charge, where we should route them utterly in melee.  With upgraded armor, they shouldn't be able to fill that close-in gap with arrows.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on May 30, 2017, 03:48:58 am
This really doesn't feel like it's addressed as many of our concerns as a design could have. I guess we'll have to see what the turn report says.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 30, 2017, 04:34:10 am
Yeah, but what are we going to do?  I really have no idea how their artillery is so good.  We could've design a new ballista, and it would have been totally outclassed all the same.  Some air support will help a little, but I'm expecting their next invention is radar-targeted explosive shells.  Or they will just have the internal combustion engine, because why not?

I think the only way we win it is with strong enough troops to simply ignore a few hits, with maybe some smoke to screw up their targetting.  Which is disappointing, as it doesn't use magic.

We might be okay, if the carpets can bomb them, but will it be enough?  Dunno.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 30, 2017, 05:21:54 am
Their artillery is magic. It is totally reasonable that it outclasses our ballistae.

If we want to increase survivability vs artillery, divination is the way to go. We can simply not be where their shells fall. But I'd rather not focus on being reactive, and work on our airforce instead.

I'm hoping that Adamantium arrows will let our horse archers start dealing casualties again.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 30, 2017, 05:26:24 am
I'm hoping that Adamantium arrows will let our horse archers start dealing casualties again.

Yeah, that would help, it would let us pick off their artillery spotters.

That said, I've changed my mind and next turn we should flip back to the land cart.  Just forget the part about the ballista, simply have a wooden frame with thick adamantium plating on wheels, and have people push it forwards.  Put an antimagic caster in there, and when they reach in-range of the enemy cannons, they can come out and start the killing.  We don't need a ballista in there at all.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on May 30, 2017, 06:24:19 am
So that went well...
So where do we go next?
Quote
Expense Chit:
Spend on Adamantium: (3) Devastator, NUKE9.13, Detoxicated
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 30, 2017, 08:06:14 am
Quote
Expense Chit:
Spend on Adamantium: (4) Devastator, NUKE9.13, Detoxicated, Madman198237

Quote
Send al-Mutriqa to the Desert : (1) Devastator
Keep al-Mutriqa in the Jungle/Taiga: (2) NUKE9.13, Madman198237
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 30, 2017, 08:23:44 am
Problem with proto-tank is that without an engine it will be hella slow, and thus easily targeted by artillery. I mean, even with an engine it could be targeted by artillery.

I'm going to suggest the Alsamma Safina for next turn. I thought about it even more, and decided that it might not be as vulnerable to fireballs as I fear, depending on how high it flies, and we can always design Mithril the turn after and specify that the first thing we do with it is make the 'balloon' out of it.
Because seriously, airforce beats artillery.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 30, 2017, 08:42:38 am
The proto-tank is specifically made of adamantine thick enough to resist their cannonfire. Slow or not, if you can't kill it, you can't kill it.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on May 30, 2017, 08:50:18 am
That would probably make it so heavy that we wouldn't be able to move it.


Quote
Expense Chit:
Spend on Adamantium: (5) Devastator, NUKE9.13, Detoxicated, Madman198237, Kashyyk

Quote
Send al-Mutriqa to the Desert : (1) Devastator
Keep al-Mutriqa in the Jungle/Taiga: (3) NUKE9.13, Madman198237, Kashyyk
Title: Re: Wands Race - [Moskurg]
Post by: Khang36 on May 30, 2017, 08:54:00 am
So i was thinking of ways to make a magic engine. My current idea is to make an enchantment to create spinning  disks and have the disks be a substitute to the pistons of an engine. What do you guys think?
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 30, 2017, 03:32:36 pm
So i was thinking of ways to make a magic engine. My current idea is to make an enchantment to create spinning  disks and have the disks be a substitute to the pistons of an engine. What do you guys think?
Hmm. At that point, why bother building an engine? Just apply the spinning enchantment to the wheels/propeller.
We're not like Arstotzka, we don't have the magic needed to make a steam engine. Nor should we aim to, in my opinion.
...although, we are moving steadily in the direction of magitech. It may be worth considering.
Title: Re: Wands Race - [Moskurg]
Post by: Khang36 on May 30, 2017, 03:49:03 pm
The logic was more that if size and number is a factor to power output having it in disks allows us to keep adding disks untill we can get the power output we need where as applying it directly to the wheel or propeller relies on power directly scaling to the amount of energy we put in.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on May 30, 2017, 08:32:53 pm
Well to be honest nuke, id like to see your ship as well but I think we should go for something like this first.
Shiraeiat Alhawa
Glorious mechanics of the holy adamantium have constructed this combination of science and wind. The Shiraeiat Alhawa is a three man glider that is constructed with an adamantium frame and a cloth that is spread over it. It has a long wing length and several ropes to enable the driver to engage in risky maneuvers. This glider model is started by being shot off of a ballista and its three inhabbitants each fulfill a specific role. The driver maneuvers the vehicle, while the bomber is carpeting the floor with fireshells. The support mage casts spells of wind to support the glider in flight, while also casting with available wands.


I  love the airship! We must first, however, indulge in aeronamics to truley master such a creation, therefore I say we widen our airforce to more designs to eventually make Mithril feasible. Having Mithril just like we have Adamantium now would not only support the creation of an airship it would also help our airforce overall...
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on May 30, 2017, 09:24:28 pm
Aaand I seem to have missed the voting this turn. Ah well, at least we got some good stuff. Still want to research Mirage Shield sometime soon though, maybe copy their towers for a battlefield wide version, but I'd totally understand if we instead researched some sort of 'Internal Furnace' type spell to keep our troops warm and not frozen to death.
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on May 30, 2017, 11:41:11 pm
Hmm, missed both phases. Ah well.

So guys, i hate to be a party pooper, but i do jave a question.
What exactly was making everything our of adamantium supposed to accomplish?
From whatbi can see, our problem is with their artillery,
 falcons, and towers of cold
, so I dont really see how thus has helped.

My suggestion for next design woupd be Stealth Bombers. Making some sort of invisibility cloak or wand or something seems like it would solve several problems.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on May 30, 2017, 11:54:51 pm
Expense Credit: Adamantium

We make some minor refinements to the summoning process that allows us to gain larger amounts of the metal in a single spell.  We also set up a distribution system to get the metal to smithing centers and disseminate the method of smithing the metal to everyone who can work a hammer and anvil.

The end result is the metal is now as cheap as steel, and anywhere metal would be used Adamantium is put in it's place.  Our men have taken to painting over the softly-glowing scales of their armor to prevent the light from keeping them up at night, and our horse-archers are now relevant again because their shoddy bodkin arrows now equipped with Adamantium tips. As an added bonus, our Wands of Thunderbolts are also now cheap, since the core was made from Adamantium.

Our entire army is now entirely reliant on this summoned metal.  Cheap.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 31, 2017, 12:28:13 am
What exactly was making everything our of adamantium supposed to accomplish?
From whatbi can see, our problem is with their artillery,
 falcons, and towers of cold
, so I dont really see how thus has helped.

It provides adamantium arrows and ballista bolts, as well as making a +1 cost bonus for our next turn armoured cart thing.  Which shouldn't need an engine given the very light weight of the metal, as well as not needing armour topside or all-around or an internal ballista, so it should be able to be simply pushed around.  The direct help this turn was the wands of lightning bolt, which should help us in the air and provide the immediate direct bonus.
Title: Re: Wands Race - [Moskurg]
Post by: Khang36 on May 31, 2017, 01:25:56 am
Couldn't we use a revision to give our men winter clothes?
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on May 31, 2017, 05:47:55 am
Couldn't we use a revision to give our men winter clothes?
[/quote

Presumably, yes. I'd like to do a magical solution as well though. I think we're going to need more than just a mundane solution.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 31, 2017, 07:31:45 am
If we work adamantine into a form that is both threadlike a warm to the touch, we can make winter clothes out of it.

That or we create some form of magical fire that can drastically raise the temperature of an area, preferably without, you know, burning everything.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 31, 2017, 07:46:46 am
Our entire army is now entirely reliant on this summoned metal.  Cheap.
Ominous.

Anyway, yeah, we could design Mithril to have a fixed temperature of, say, 25° (Celsius). That way clothes made of the stuff would keep the wearer comfortable in any weather.

Armoured carts will not protect us from artillery. They will not bolster our agility. The only thing they will do is make us less vulnerable to arrows and fireballs. And our armour is already decent protection against arrows, whist Tubikh Rrahim takes care of the fireballs. So I really don't see why we should spend a design on something like that.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 31, 2017, 09:57:26 am
What on earth do you mean that armored carts don't protect against cannonballs?

https://upload.wikimedia.org/wikipedia/commons/b/b9/Leonardo_tank.JPG

Something like THAT, only made of jungle wood reinforced with adamantine. Relatively large and with a thick skin of adamantine. Remember, adamantine weighs something roughly equivalent to leather, so it's not all that heavy, especially for its strength.


Also, evicted, should we be expecting higher mobility in our forces because of adamantine's lesser weight?
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 31, 2017, 10:02:36 am
I know what you mean by armoured cart. I'm saying that it will either be too heavy to move (at a decent pace)(In which case the enemy can just focus fire on it until the armour is overwhelmed), or not heavily armoured enough to withstand artillery.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 31, 2017, 10:06:55 am
We have magical metal for armor. It's not a problem.

They are going to be faster even than a similar cart made of wood, because adamantine is so much lighter. And their will be horses underneath the thing moving it along. It doesn't have to move fast, remember, it just has to MOVE. Their spotting system and cannons are so slow to operate they probably won't even have the capability to track the carts well enough to do appreciable damage.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on May 31, 2017, 11:10:49 am
Have you tried carrying a cow's worth of leather?  It's actually quite heavy. If you really want to avoid getting shot by cannon balls we should be aiming to not get shot at all rather than slowly trundling towards them.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on May 31, 2017, 11:28:48 am
I'd expect they would score some hits, but we have the ships at sea to note for how hard they hit, and those ships don't have terribly big plates either.  That's all the protection we need, to get into medium range, as when we hit medium range they can't shoot cannons at us any more.

Still, there may be other solutions, but that one seems doable, even if it's just lines of men with big shields at the front.
Title: Re: Wands Race - [Moskurg]
Post by: Khang36 on May 31, 2017, 12:02:27 pm
How about an earth moving spell it would allow our men to create cover to hide behind while they advance. Also on the defence they don't have to hide in trenches which was mentioned to be killing some of them from wet conditions.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on May 31, 2017, 12:24:26 pm
Yes, something like this:
Rock Fort
This spell enables the caster to call upon closeby rock from within the earth as well as pebbles on the surface. The rock creates fortifications like walls, towers, and stairs, and its strength is dependant
on the rocks present in the area. Multiple casters are able to create complicated structures at a whim.
Title: Re: Wands Race - [Moskurg]
Post by: Khang36 on May 31, 2017, 12:29:56 pm
Probable want to be able to move dirt or sand in front of the walls. The dirt and sand will to there to absorb some of the impact of the cannon rounds where as stone would crumble under the bombardment.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on May 31, 2017, 12:35:45 pm
Delving into an entirely new school of magic to build fortifications... no thanks. We can only spend so many designs on theoretical stuff. I'm sure we can get by with the schools we have at the moment.
Title: Re: Wands Race - [Moskurg]
Post by: Khang36 on May 31, 2017, 12:52:20 pm
The only thing would be to either create admintine walls or use our weather magic to obscure our positions, we don't have any other means to protect our men from their cannons. With their flare magic the second option is no good and i am not sure even with a design we will be able to make a spell to create enough admintine to make quick fortifications.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on May 31, 2017, 01:00:26 pm
I point people back at the Desert Mirage. That will make our forces invisible at medium to long range, which means they'd have to fire blindly at us, if they even knew to fire at all. Any muscle-powered tank analogy will just be a slow moving target.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 31, 2017, 01:01:10 pm
It's horse-powered. More than sufficient to move it at fast enough to be worthwhile.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on May 31, 2017, 01:11:43 pm
It'll need flat, undisturbed ground to move, anything worse than that and it'll get bogged down. The only place we'll find that is occasionally the plains and the desert, two places we're already winning in.
Title: Re: Wands Race - [Moskurg]
Post by: Khang36 on May 31, 2017, 01:58:18 pm
I point people back at the Desert Mirage. That will make our forces invisible at medium to long range, which means they'd have to fire blindly at us, if they even knew to fire at all. Any muscle-powered tank analogy will just be a slow moving target.
The problem is that they already has a system to fire at extream ranges beyond line of sight
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 31, 2017, 02:23:07 pm
Yes. We'd need to confuse their spotters.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on May 31, 2017, 03:27:22 pm
A mirage will do that. The spotter will then have to close to within medium range and then avoid getting murdered by our entire army whilst providing flare based targeting information. I don't know about you, but that sounds difficult.
Title: Re: Wands Race - [Moskurg]
Post by: Khang36 on May 31, 2017, 03:35:31 pm
Well they have their mage hunters so not sure how that will go.
Title: Re: Wands Race - [Moskurg]
Post by: Egan_BW on May 31, 2017, 04:12:18 pm
Maybe at some point we should revise arrowheads to use a metal with a very high fixed temperature, so they can light fires where they land. As a side bonus, out men could use bundles of them as space heaters. :D
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on May 31, 2017, 07:33:59 pm
I'm not going to be voting for the tank ideas at least, it really doesn't sound very workable. As for our revision next turn, I was thinking Adamantine Pavise Shields myself.
Title: Re: Wands Race - [Moskurg]
Post by: Khang36 on May 31, 2017, 07:53:46 pm
We should also see if we can get rid of the glow it makes it really easy to spot our forces at night.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on May 31, 2017, 08:10:39 pm
Not in lamellar, it shouldn't. After all---the whole point of lamellar is metal strips inside layers of leather and cloth.
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on June 01, 2017, 01:56:28 am
I'm not going to be voting for the tank ideas at least, it really doesn't sound very workable. As for our revision next turn, I was thinking Adamantine Pavise Shields myself.
I'm very much against this. The pavise shields woipd do nothing against their artillery, which is really the only reason they made such a big push last turn. I think we need to give adamantium a rest for a bit. We've made it pretty good, now we need to focus on countering the shit thsts giving us so much trouble, like their cold, artillery, and falcons.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on June 01, 2017, 03:37:59 am
I'm not going to be voting for the tank ideas at least, it really doesn't sound very workable. As for our revision next turn, I was thinking Adamantine Pavise Shields myself.
I'm very much against this. The pavise shields woipd do nothing against their artillery, which is really the only reason they made such a big push last turn. I think we need to give adamantium a rest for a bit. We've made it pretty good, now we need to focus on countering the shit thsts giving us so much trouble, like their cold, artillery, and falcons.
Er, why wouldn't the Pavise Shields do anything verses their Arty? Blocking their Arty is why I considered it in the first place. Braced against the ground and with a hard Adamantium front they should be more then able to block incoming fire.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on June 01, 2017, 04:03:14 am
Their Cannon can blow holes in stone castle walls. There is no way a man behind a pavise will fair any better.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on June 01, 2017, 04:13:14 am
They also have a damn hard time penetrating our ship sides.  Which are wood with adamantium plating.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on June 01, 2017, 04:47:06 am
Even if our pavise survived as well,  the man behind it would just get body slammed by the shield instead.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on June 01, 2017, 05:05:16 am
That's why you brace them against the ground, or mount them on wheels to be pushed forward, if they're a little bigger.  The supports take a lot of the weight.  Plenty of mobile fortifications like that.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on June 01, 2017, 05:36:23 am
Yah, we've already seen that Adamantine can take cannon shots, and properly braced against the ground they'll stand up to anything that doesn't actually break them. And as was just said, Adamantine can take cannon shots. It's more defensive then offensive, admitted, but it should be pretty easy to do, it only takes a revision, and it'll give us more breathing space to come up with better artillery of our own, or whatever else we decide to do next. And if we actually do Mirage Shield next turn we might be able to cripple their artillery effectiveness, at least for a while, between the combination of hits doing a heck of a lot less and it being a lot harder for them to get hits in the first place.

And if we can take the finished Mirage Shield and come up with a Personal Invisibility spell next we might be able to counter their falcons. After all, if they can't see the carpets it'll be pretty hard to attack them.
Title: Re: Wands Race - [Moskurg]
Post by: Khang36 on June 01, 2017, 05:40:57 am
That's why you brace them against the ground, or mount them on wheels to be pushed forward, if they're a little bigger.  The supports take a lot of the weight.  Plenty of mobile fortifications like that.
The problem is how do you plant a shield that is light enough to carry into the ground and ensure that if it is hit by a cannon ball it will not simply be ripped out and fly into our men killing them.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 01, 2017, 08:51:56 am
Movable lead weights, that's how. Possibly also removable wheels or sleds instead.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on June 01, 2017, 10:56:44 am
I still think rock fort is the way to go. Having earth magic in the mountains will ease our movement immensely
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 01, 2017, 11:14:52 am
What's with you people and your down-to-earth ideas? The sky's the limit!


I don't think Mirage Shield will actually be great against their artillery. If you recall, before they developed their flare-spotters, they were firing blind- and still doing damage. Firing blind will reduce their effectiveness, but even if they can't see our exact position, they can simply bombard the entire area.

Regarding an Adamantium Pavise, you know what else can get you to their artillery safely, and quickly to boot? Airship. Just saying.
Title: Re: Wands Race - [Moskurg]
Post by: Khang36 on June 01, 2017, 11:19:17 am
But air ships will not make it safer for our groumd bound forces to close with the enemy unless we could make enough air ships to transport every thing.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on June 01, 2017, 11:25:50 am
The main use for them not seeing our lines is to close the distance for our troops to kill theirs.  They can only bombard fixed positions without it.  Remember, we get into Medium range and their cannons can no longer fire.

Also, an airship is hardly capable of quick landings..
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on June 01, 2017, 11:50:31 am
Or we go for the ballosta shot gliders later on they can fly off of our. Airship as well
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 01, 2017, 12:29:52 pm
We use the airships to disable the artillery, perhaps land a few troops behind enemy lines to cause havoc, and then the bulk of the army closes on foot, passing safely through the firing arc of the now destroyed cannons. It's essentially the same as what carpet riders do, just on a larger scale. I mean, a single carpet rider can carry, what, half a dozen Firestorm Shells? An airship could carry hundreds, depending on how large it is.

I mean, just picture the scene: The war-torn, blasted plains. Dead bodies fill the trenches. Dark clouds blot out the sun. The occasional flash of a bursting flare is followed by the boom of Arstotzkan cannons. And then, lo, out of the clouds, burst half a dozen majestic vessels, sailing serenely across the hellscape, before dropping their payload on the terrified Arstotzkans. Our troops surge forwards, inspired by the sight of the Alsamma Safina and her sister ships floating above the enemy lines, eager to join them in wiping out the heathens.
Title: Re: Wands Race - [Moskurg]
Post by: Egan_BW on June 02, 2017, 04:49:15 am
Airship shiny. I'll vote for anything that sounds cool enough.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on June 02, 2017, 09:33:23 pm
Regarding an Adamantium Pavise, you know what else can get you to their artillery safely, and quickly to boot? Airship. Just saying.
I'm not against Airships, but the reason the Pavise is attractive to me is because it is an easy to do Revision that will probably be effective. Airships will also probably be effective once we get them working, but it could easily take more then one design action to get them working. So I want to do Pavises to get something that works now, and then do airships to change the game again.

Or, well, it doesn't have to be Airships in specific, but something that shifts things around again. When we break the current paragram of combat is always when we've been the most effective. A teleport spell to bypass their artillery completely would also be an acceptable action, or an invisibility spell, or so on.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on June 03, 2017, 01:29:28 am
Combat for 936

This year sees both sides break out new and powerful weapons.  For Moskurg, it's their Wands of Thunderbolts, thin glass rods with cores of their new Adamantium metal.  They're only good for a single charge, and it's wildly inaccurate, modestly powerful, and has a tendency to explode, but they're also cheap.  Each wizard can afford to have at least one, but they're most effective in the hands of the carpet riders and almost all available wands go up with them.  Each carpet bomber can afford to take several with him on his War Pegasi, and when Arstotzka's trained falcons fly up to intercept they discharge the captured lightning.  Most of the time the wand arcs straight down and strikes the ground, shatters in their thick, gloved hand, or even rarely arcs off and strikes a nearby friendly mage, but on occasion the bolt will strike true and pass through a falcon or two.  A mage can usually fire off one or two blasts before they're intercepted, and if they fail to stop the falcons before then they're often sent tumbling to the ground, but at least now they have some way of defending themselves.  Moskurg still aren't uncontested in the skies, but they're far better off now than they were before.  The lightningbolts also have a nice bonus of preferring to strike HA1 artillery, occasionally causing them to crack, get too hot to use, or go off prematurely.  It's not enough to stifle their artillery advantage, though, because there's simply so many of them and their War Pegasi are still Very Expensive.  Additionally, Moskurgs calvary archers now use bodkin arrows tipped with Adamantium, meaning their arrows can now once again penetrate at point-blank range.  It's not ideal, but they're once again relevant.  Moskurg holds a large skirmish advantage.

Arstotzka, meanwhile, has rolled out a cheaper version of their Tower of Frost, plunging the theatre into yet another level of cold.  It snows year-round now, and it's not uncommon to see Moskurg soldiers freezing to death - it doesn't help that their Adamantium armor (as Adamantium is now Cheap) is fixed at a constant chill temperature and provides no protection.  Furthermore, their Equalizer Anti-Magic artillery shells are now merely Very Expensive.  That's fine, though, as they only need to litter Moskurg positions with a few shells before the effect becomes noticeable.  Near-misses require Moskurg to relocate their artillery, as the shells themselves are buried too deep in the ground to be moved.  This, combined with the fact that they have the range advantage, means they dominate in artillery combat.

All of Moskurgs weapons and armor is now made of cheap Adamantium, a summoned metal that's comparable to hardened steel and as light as leather of similar volume.  It requires special smithing to be usable and can't be repaired in the field, but it's less brittle than Arstotzka's crystal.  Thanks to Arstotzka's new Crystalworks from last year, all their crystal weaponry is now cheaper and permanent, though slightly more brittle.  It doesn't fade in the area of effect of Moskurgs Anti-Magic any more, and holds a sharper edge than their Adamantium.  It's a close matchup between the two materials, but the fact that all of Moskurgs soldiers are now wearing armor made of the divine metal means they have a slight infantry advantage, as the jungle (now once again dying) provides some small cover for advancements.

Ultimately, Arstotzka's ability to shell Moskurg positions from far away and render their ballistas inert has more effect.  If Moskrug could field more carpet-bombers it would have been closer, but as it is they're pushed back a section in the jungle.

Arstotzka gains a section of jungle.



The cheaper Towers of Frost means Arstotzka can all but eliminate Moskurgs temperature advantage.  It's mild during the day, but at night the already cold desert grows freezing.  Moskurg still runs rampant with their skirmishing advantage, but Arstotzka can hit from further away, and harder.  Unfortunately, they're in Moskurg home territory now, and the waters around the desert are flooded with Moskurg ships hugging the coastline just daring them to come in range.  Troops are regularly landed behind Arstotzkan lines in the dead of night, launching surprise ambushes supported by carpet-bombers.  Moskurg manages to harass and raid them until they're ragged, and HA1 artillery firing missions are hampered by the lack of water.  When it rains, it's a mixed blessing - the rain gives them the much needed water to fire their artillery, but with it comes summoned lightning bolts which strike left and right among their lines.  The open terrain lends itself to Moskurg calvary archers, now once again relevant, and after much fussing and fighting Arstotzka is forced back to the mountain line - although just barely.

Moskurg control of the desert.


In the plains, Arstotzka pushes further south.  Plentiful water, open fields of fire, static trenches, and the lack of Moskurgs naval advantage means their artillery is king here.  Moskurg can skirmish them to death at night, but during the day the bombardments just don't stop.  Taiga-levels of cold freeze men to death and prevent thunderstorms from being conjured to strike at the enemy, and Moskurg must pull back a section.

Arstotzka has secured a section of the plains.


The oceans see a new weapon steaming out to compete with Moskurgs Sirocco.  An entirely crystal ship, replete with three HC1-E's, two steam engines, and a plentiful fleet.  Their new "Crystalclad" ship is merely Expensive, cheaper than wooden ships and just as fast as the Fog-O-War.  Firestorm shells have little effect on the hard crystal, and with three cannons aboard they can out-shoot Moskurgs out-dated ballista.  The Adamantium hull is resistant to HC1-E's shells, but a sustained barrage by the more plentiful ship will crack the wooden hull underneath and send the ships to the bottom of the ocean.  Moskurg sailors are forced to flee when confronted with the enemy Crystalclads, and send up their War Pegasi with their new Wands of Thunderbolt to deal with the crystalline ships.  The Wand of Thunderbolts proves to be effective here, happily striking the exposed steam engines and often causing critical explosions that shatter the crystal hulls.  The on-board apprentices can rarely patch the cracks in time, and more often than not the ship goes down.  Carpet riders can't fight for long, though, as they're required to land and replenish their enchantments or fall into the sea.  This, combined with their lack of numbers and the overwhelming number of Arstotzkan ships means Moskurg must pull back a section of coastline in both the East and Western Seas.

Arstotzka gains ground in the Eastern and Western Seas.
 

Research Credit!!!
The leader of your country demands a new emblem to represent the country, in face of the new era of combat the continent has entered.  The old, plain, solid-colored blue/red emblem is no longer fit for a country with such a glorious command of magic, and he asks that you design a new emblem to reflect the supreme nature of the side.  Whichever side produces the more noble emblem will inspire their researchers, gaining a Research Credit.  A Research Credit allows two dice to be rolled each the Effectiveness, Cost, and Bug aspects of a design, with the higher die roll chosen for the trait.

It is 937, the Design Phase.

Spoiler: State of Forenia, 937 (click to show/hide)

Spoiler: Moskurger Spells (click to show/hide)



Behavior Rules.  Please Read.
Spoiler (click to show/hide)
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on June 03, 2017, 01:49:30 am
Okay, from what I'm reading we need to do the following:

 - More War Pegasi
 - Cold Resistance
 - Take back the Artillery War
 - Counter the Crystalclads

War Pegasi can be done with a revision, and I think whatever we do with the artillery war will help our ships too.

I'm still an advocate of Mirage Shield. This will path the way for invisibility spells, another game changer. It will also hide our ships and armies, meaning they'll have to go back to blind-firing us even when our ballista are in range, assuming they even know what direction to shoot in. Our horse archers can now screen our army against scouts and spotters as well, so they'll be able to prevent the enemy sighting us.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on June 03, 2017, 02:14:23 am
Combat for 936Near-misses require Moskurg to relocate their artillery, as the shells themselves are buried too deep in the ground to be moved.

Umm, our artillery is non-magical.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on June 03, 2017, 02:16:23 am
Okay, from what I'm reading we need to do the following:

 - More War Pegasi
 - Cold Resistance
 - Take back the Artillery War
 - Counter the Crystalclads

We could also develop antimagic shells of our own.  That would one-hit kill their crystal boats and destroy their artillery.

Except of course it's permanent now, so that's pointless.  It might knock them out from firing.

How big is the AoE on those shells, anyway?
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on June 03, 2017, 02:20:22 am
Umm, our artillery is non-magical.

Your ballistas are enchanted to boost their range from Very Long(?) to Extreme.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on June 03, 2017, 02:26:37 am
Mirage Shield.

Yeah, lets go with that.  Being a weather spell, though, it's useless because A, they have better weather control than we do, and B, because they have huge AoE antimagic that would render our troops visible.  Shields would at least allow for the possibility of blocking some of their shells by main force.

Again, though, it won't matter because they apparently revised their crystals into permanent constructions, rendering two turns of work and an expense chit invalid.

I'm sorry guys, I don't have an answer for this.  I think I've lost us the war, because everything I design takes them no more than one turn to counter.

We could try for smoke bombs, except the enemy now has superior infantry, because they have crystal everything too.

And how much artillery do they have, anyway?  Theirs does require a mage per cannon, right?
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on June 03, 2017, 02:58:10 am
By the sounds of it, their artillery is both more and better, whereas we've hit an engineering dead end with ballista.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 03, 2017, 03:00:02 am
Pfft. Pessimism gets us nowhere, mate. We can still turn this around.

Mirage Shield would be weak to their AM shells. They just blindfire them into the area, dispelling the mirage. If we really want to reduce their artillery advantage... ooh, how's this for a crazy idea:

'Resistance' Point-Defence: The Resistance is a large carriage, upon which are mounted a dozen large lightning wands. A crystal ball to the rear of the vehicle uses divination magic to signal incoming projectiles, whereupon the attendant mage primes the system. The upwards-facing wands are set to discharge in the direction of incoming projectiles, and automatically fire when the divination magic indicates that they are in range. Each wand fires in turn, filling the sky with arcs of electricity (which arc upwards due to magic), which pass through enemy shells and shatter them.
The wands of the Resistance system are far more solidly constructed, making explosions far less common, and allowing them to discharge several times before needing to be recharged. When they do, a second cart filled with spare wands allows them to be swapped out quickly, ensuring that the system is only offline for a minimal time.

Like I said, that's a crazy idea. An airship would be a far better idea, clearly.

The Alsamma Safina: What's better than a flying carpet? A flying ship! The Alsamma Safina (Sky Ship) consists of a thin wooden hull clad in Adamantium plating, suspended by ropes below a massive 'balloon' made of flying carpets. The balloon lifts the ship into the air, and innovative 'propellers' move the ship forwards (driven by wind magic, of course).
The Alsamma Safina carries a dozen crewmembers, including a master wizard who captains the vessel, and three apprentices- one to maintain the lifting enchantments, one to provide propulsion, and one to perform miscellaneous spells, such as casting Lucky Strike on the ballista, or use a staff of Tubikh Rrahim to protect against enemy magic. The rest of the crew are mundane, albeit highly skilled soldiers, who man the ballista, fire arrows and throw grenades at the unfortunates below, and pull ropes and twist levers and whatnot to keep the ship flying. Also included are a skilled tailor and carpenter, who can fix the balloon and ship respectively.
The Alsamma Safina can be used to perform devastating raids on artillery positions, with the passengers protected from enemy fire by the ship's Adamantium hull. It can also be used to ferry troops behind enemy lines.

Airships bypass their artillery, their ships, and their tiny falcons. Since the balloon is made of regular flying carpets, not War Pegasi, the cost should not be extravagant.
Alternatively,

Mithril: Following our development of a divine metal, our forge-imams have proposed a new project, one which they refer to as Mawdue al'Iilhi, 'Divine Thread'. The idea is to use a similar technique to Adamantium to summon flexible threads of metal instead of ingots, which can then be woven into a nigh-impenetrable cloth. Our less poetic researchers have taken to referring to this hypothetical material as 'Mithril'.
Mithril could be used to make cloth armour that is impenetrable to arrows, sails that deflect fireballs, and many other intriguing items. A feature our soldiers will appreciate is that, like Adamantium, Mithril will have a fixed temperature. However, rather than being fixed at a low temperature, Mithril is fixed at a comfortable (to men used to the desert) 30° Celsius. We shall use this to make garments for our soldiers that keep them warm no matter the weather.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on June 03, 2017, 03:01:07 am
By the sounds of it, their artillery is both more and better, whereas we've hit an engineering dead end with ballista.

Well, we could make a new one, but theirs would still be more and cheaper.

Lets just design the airship.  We should get an extra range category from being in the air, and that might actually do something.

Then rev the War Carpets to be faster and cheaper, and that should help some.

Still though, I really am dissapointed.  Why is everything they make always so much better?  How do they get to pack three cannons per cheap ship?
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on June 03, 2017, 03:05:28 am
If we do the airship, it needs to be able to fly for prolonged periods of time,in a scale of weeks rather than the current minutes. I don't think it'll be effective enough otherwise.
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on June 03, 2017, 03:06:07 am
Revving the carpet enchantments should theoretically do that.

I really think I need a break, though, I'm just too emotionally distraught.  We had good rolls this turn, but that was for nothing, as they simply have infinite unstoppable magic cannons.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 03, 2017, 03:11:21 am
If we do the airship, it needs to be able to fly for prolonged periods of time,in a scale of weeks rather than the current minutes. I don't think it'll be effective enough otherwise.
Well, I figure the reason that mages can't recharge their carpets in flight is due to them needing some space to do the ritual in, or whatever. My hope is that the airship's flying enchantments can be recharged whilst flying, by an apprentice dedicated to doing nothing but that.

Still though, I really am dissapointed.  Why is everything they make always so much better?  How do they get to pack three cannons per cheap ship?
Come now, you're starting to sound like ebbor. They spent more design actions on ships than us, presumably they revised their crystal to be cheap and easy to use, letting them just conjure an entire hull out of thin air, and their steam engines are more powerful than mundane sails, letting them carry more weight.
Seriously, we're not doomed yet. We just need to revolutionise warfare again. Airships it is!


Quote
The Alsamma Safina: (2) NUKE9.13, Devastator
Title: Re: Wands Race - [Moskurg]
Post by: Egan_BW on June 03, 2017, 03:15:37 am
Airships!

(With our luck, they'll shoot them all out of the sky with their magical steam cannons the very turn that we deploy them. But at least it will be an awesome failure.)
Title: Re: Wands Race - [Moskurg]
Post by: Devastator on June 03, 2017, 03:19:55 am
Airships!

(With our luck, they'll shoot them all out of the sky with their magical steam cannons the very turn that we deploy them. But at least it will be an awesome failure.)

Of course they will.  They have antimagic shells with massive AoEs.

(/me is weeping at the four turns and four revisions to get up to medium range powered-by-mages antimagic.)
Title: Re: Wands Race - [Moskurg]
Post by: Egan_BW on June 03, 2017, 03:28:47 am
If their arty is really so much better than ours, the obvious solution is to steal their tech like the bastards we are.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on June 03, 2017, 03:32:02 am
Well, I figure the reason that mages can't recharge their carpets in flight is due to them needing some space to do the ritual in, or whatever. My hope is that the airship's flying enchantments can be recharged whilst flying, by an apprentice dedicated to doing nothing but that.
If that is the case, then I can get behind it. Our airship should hopefully be fairly invulnerable to "sinking" like our seaships are as well, as having holes in the hull is much less dangerous.

Quote
The Alsamma Safina: (3) NUKE9.13, Devastator, Kashyyk

Do we know if their shells explode? If they do, having some sort of force wall pop up for a second to let them explode against would be a good way to counter their artillery.
Title: Re: Wands Race - [Moskurg]
Post by: 10ebbor10 on June 03, 2017, 07:26:37 am
Still though, I really am dissapointed.  Why is everything they make always so much better?  How do they get to pack three cannons per cheap ship?

Going to let you in on a secret here.

Resource bonuses

It's a mechanic you guys ignored entirely, but which was the dominant strategy of the Artotzkan design team. A resource bonus is mechanically identical to an expense credit, for the things to which it applies.

You used it exactly twice, Arztotska used it 8 or 9 times.

So, that means we basically got 8 free expense credits. Now, more than half of those were applied to things that went obsolete (old cannon varients), but that's still 3-4 free expense credits in advantage.

With that kind of numerical advantage, it's a miracle you're still around.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on June 03, 2017, 07:31:06 am
The plains doesn't give a resource bonus that is actually usable for anything, and the jungle is only good for boats. The  Arstotzkan metal bonus is a lot more versatile.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 03, 2017, 07:37:53 am
OK.
They're beating us in artillery. How about we change the game a bit. I honestly can't see the airship doing enough, but we can try it. But seriously, just enchant the hull with the flying enchantments. We aren't going to be packing a balloon of carpets together---it'd be ridiculous, and prone to failure if you get close enough to be hit.

It also needs some sort of chute used to drop Firestorm Shells so we can harass them from straight above---makes it impossible for them to damage us. Anything they fire at us will fall back and hit their own troops.

Also, for the revision, we make the staves of Tubikh Rrahim capable of dispelling magically-summoned materials, and have an even longer range. This way, they'll be able to evaporate these new ships and their infantry. Carpet riders (With enough control over the spell from the staff) would then be able to dispel the magic falcon crystals AND any crystal artillery they roll out.
Title: Re: Wands Race - [Moskurg]
Post by: 10ebbor10 on June 03, 2017, 07:40:58 am
That would be the result of your complete lack of imagination.

Plains can be used to create dedicated elite units, which would have energized extremely well with your Wand of Heroism. You could have used it to train more mages, or any other thing related to people. Wood could have been used not only for boats, but also your pavise shields, Bows and ballistae.

That's just of the tip of my tongue.

But, I'm not on your team, so I'm not going to give you hints.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 03, 2017, 07:48:14 am
If you're not on our team, are you Arstotzkan? Or just lurking?
Title: Re: Wands Race - [Moskurg]
Post by: 10ebbor10 on June 03, 2017, 08:02:04 am
Ex-Arztotskan.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 03, 2017, 10:03:05 am
Interesting consideration, guys:

Why don't we use a turn to design a high-explosive version of our Firestorm Shells incendiaries?

Then we invent cannons like them.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 03, 2017, 10:49:53 am
Interesting consideration, guys:

Why don't we use a turn to design a high-explosive version of our Firestorm Shells incendiaries?

Then we invent cannons like them.
I was considering that, actually. Devising an explosive version of the Firestorm Shells would help against their new ships, and in general. And, I suppose, it could lead to conventional cannons. Even though conventional cannons would be boring.
...I'd actually prefer something like this

Nfs Alllah (God's Breath): This design is totally not inspired by the Arstotzkans. The fact that our engineers took a captured Arstotzkan cannon to pieces whilst designing it is totally a coincidence. Hem hem.
Anyway, this weapon consists of a large Adamantium tank, connected to a long Adamantium barrel. A valve is located between the two. A shell is inserted into the barrel, then the magical pumps are activated, which pump air into the tank until the pressure within has built up to such a level that, when the valve is opened, the compressed air rushes out, propelling the shell over vast distances. The weapon is placed on a rotating platform, making it capable of aiming in all directions.

Yeah, yeah. That would work, probably. Maybe once we've got airships working, we could develop something like that.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 03, 2017, 11:15:47 am
Relying on more magic is probably a really terrible idea right now. Just saying.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 03, 2017, 11:59:13 am
Relying on more magic is probably a really terrible idea right now. Just saying.
Again, I refer you to the title. Magic is the name of the game. I mean, their artillery? Magic. Our artillery? Magic-assisted. Which is better? Theirs. More magic = Better.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on June 03, 2017, 12:08:11 pm
Quote
The Alsamma Safina: (4) NUKE9.13, Devastator, Kashyyk, detoxicated

Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on June 03, 2017, 03:45:49 pm
Ebbor, you quit.  You made a big tantrum about it and nearly derailed the game.  Go do something else besides post in a thread you made a big stink about leaving.
Title: Re: Wands Race - [Moskurg]
Post by: 10ebbor10 on June 03, 2017, 04:25:46 pm
I made a cohesive argument (and wasn't the only one. Hell, I was asleep for most of it), and you're the one who ran away for a week rather than face or address criticism. Similarly, now you're the one who resorts immediately to personal attacks rather than politely asking.

It's not like I had anything left to say.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on June 03, 2017, 04:27:36 pm
Then leave.  I don't want to see you posting in the wands race threads again.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on June 03, 2017, 04:43:01 pm
You know, out chemistry experience combined with adamantium makes for some pretty definite advantages to open up to us. If we could develop smokeless gunpowder, we have the right material in plentiful quantities to virtually start off with bolt action rifles and the like instead of having to iterate through muskets. and muzzleloaders.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on June 03, 2017, 05:08:17 pm
Guys. I think we can make tanks.

Sort of. One better anyway.

Hover tanks.

Get a giant carpet that is designed to move no higher than two meters off of the ground, slap an upside down boat on top of it, then stick a turreted ballista on top of that. With the airship and carpet experience, along with sacrificing the third dimension, we should be pretty fast and maneuverable.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on June 03, 2017, 05:14:06 pm
Can that wait until we have proper ballistics?
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on June 03, 2017, 05:16:46 pm
It needs to wait until after the airship at the very least, but I think we could fit that in beforehand too.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 03, 2017, 05:18:18 pm
You know, out chemistry experience combined with adamantium makes for some pretty definite advantages to open up to us. If we could develop smokeless gunpowder, we have the right material in plentiful quantities to virtually start off with bolt action rifles and the like instead of having to iterate through muskets. and muzzleloaders.
Mm... the issue with rifles though is the machining equipment needed to, you know, rifle them.
...wait, I just remembered that Arstotzka managed to rifle cannons somehow. Never mind.

I feel like we can do better than gunpowder, though. Gunpowder is boring.

I was going to suggest some weapon designs, but we've got enough on our plate right now. Let's just get airships working first.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on June 03, 2017, 05:20:30 pm
Well, compressed air wouldn't deliver the forces we need to propel the bullet to speeds fast enough to punch though armour. And gunpowder means we can just make a very large gun to counter their artillery. If not outdo it completely.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 03, 2017, 05:23:40 pm
Well, compressed air wouldn't deliver the forces we need to propel the bullet to speeds fast enough to punch though armour. And gunpowder means we can just make a very large gun to counter their artillery. If not outdo it completely.
Must I remind you that we have ~Magic~ at our disposal? We can create compressed air far more easily than by conventional means. I mean, gunpowder is just an efficient way of creating an expanding gas. Magic can be even more efficient.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on June 03, 2017, 05:24:56 pm
It can be, but we can only compress air so far before we could try doing something else. And not having to rely on a trained mage would be better for the rank and file.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on June 03, 2017, 05:35:14 pm
I mean, gunpowder is just an efficient way of creating an expanding gas. Magic can be even more efficient.
I imagine this is how the Arstotzkan cannons work. Possibly a mutation of their exploding fireball.

It's also logical to assume that they're working on their own rifle using the same technique.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 03, 2017, 05:37:28 pm
It can be, but we can only compress air so far before we could try doing something else. And not having to rely on a trained mage would be better for the rank and file.
Regarding the trained mage thing, we should probably develop mana batteries at some point, to enable regular troops to use magical weapons.
Regarding the compressed air thing, like I said, gunpowder just creates a whole bunch of hot gas to propel bullets. And the heat part is only useful for expanding the gas even more. Whether you use magic or gunpowder to create the compressed air, the result is the same.

I mean, gunpowder is just an efficient way of creating an expanding gas. Magic can be even more efficient.
I imagine this is how the Arstotzkan cannons work. Possibly a mutation of their exploding fireball.
Since their cannons need water to work, I think they probably use steam.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on June 03, 2017, 05:38:12 pm
By the sounds of it, their artillery is both more and better, whereas we've hit an engineering dead end with ballista.
Also it sounds like they've been contiuing to upgrade it while we do other stuff. Either way, it might be time to use our lightning magic and upgrade to railguns.

Quote
The Alsamma Safina: (4) NUKE9.13, Devastator, Kashyyk, detoxicated
Mirage Shield: (1) Happerry
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on June 03, 2017, 05:39:26 pm
Honestly the more I think about it the more we need bolt action rifles. or even machine guns.

You want to see what an MG can do with lucky strike?
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on June 03, 2017, 05:41:50 pm
Question: Do we have any Submissions on what our new emblem should look like?
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on June 03, 2017, 05:44:39 pm
None at all. Someone should work on that.
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on June 03, 2017, 06:01:43 pm
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 03, 2017, 06:04:13 pm
Well. This isn't very good, but as a place to start, how about
(http://i.imgur.com/E396B0e.png)
(Text says 'God shall guide us to victory' (According to google translate))
It needs something in the middle, some sort of Moskurgian symbol. Perhaps a tiger. And maybe a plain circle isn't the best shape. I dunno, I'm not very good at graphic design. Someone more competent, step in please.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on June 03, 2017, 06:05:01 pm
/me bats Crazyabe for being a heretic/heathen! We're muslims here in Moskurg.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 03, 2017, 06:11:05 pm
/me bats Crazyabe for being a heretic/heathen! We're muslims here in Moskurg.
Well... muslim-ish. But yeah, crosses are probably not our thing.
It's a neat design, though.
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on June 03, 2017, 06:16:50 pm
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 03, 2017, 06:28:30 pm
Using our Firestorm Shell material as a high explosive would give us a lot more advantages than just the use of cannons.

Explosive Firestorm Oil
By revamping the formulas used to create it, the oil in Firestorm Shells is revitalized by changing the mixture around. Our Researcher Priests have managed to outdo themselves again. This concoction explodes with enough force to lay waste to a squad...or launch a projectile.

Quote
The Alsamma Safina: (4) NUKE9.13, Devastator, Kashyyk, detoxicated
High Explosive Firestorm Oil: (1) Madman198237
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on June 03, 2017, 06:48:41 pm
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on June 03, 2017, 06:53:44 pm
It's still too visually noisy crazyabe.
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on June 03, 2017, 06:57:59 pm
It's still too visually noisy crazyabe.
Spoiler: Any better? (click to show/hide)
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on June 03, 2017, 07:10:18 pm
Using our Firestorm Shell material as a high explosive would give us a lot more advantages than just the use of cannons.

Explosive Firestorm Oil
By revamping the formulas used to create it, the oil in Firestorm Shells is revitalized by changing the mixture around. Our Researcher Priests have managed to outdo themselves again. This concoction explodes with enough force to lay waste to a squad...or launch a projectile.

Quote
The Alsamma Safina: (4) NUKE9.13, Devastator, Kashyyk, detoxicated
High Explosive Firestorm Oil: (1) Madman198237
Nuuu why did my vote get removed it's almost as horrible as this overacting is.
Quote
The Alsamma Safina: (4) NUKE9.13, Devastator, Kashyyk, detoxicated
Mirage Shield: (1) Happerry
High Explosive Firestorm Oil: (1) Madman198237

Also given that this is Wands Race not Arms Race I highly doubt we'll get rifles for everyone, or even muskets. It'd be better to get, say, enchanted lightning javelins that normal soldiers can use or something alike.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on June 03, 2017, 07:25:56 pm
Arstotzka got modern artillery, so I doubt bolt-action weapons would be significantly harder. Hell, because of cheap adamantium we can easily make breech-loading artillery.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 03, 2017, 07:36:44 pm
Sorry about the vote.

But yeah, we COULD actually just say "SCREW YOU TOO" and make rifles. They'd likely be overshadowed by the ridiculousness of artillery...but I like to think they'd make an impact. Especially if they're large-caliber (Handcannon) and explode on impact. Just a little explosion.

You know, enough to ensure a death with every hit.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on June 03, 2017, 07:44:39 pm
Wouldn't need to make them large calibre with explosives, a smaller round propelled with the speed to punch clean through their armour would be enough, and would definitely make up for their artillery advantage; we've got troops that can adequately spread out and take cover in trenches and the like when theirs are stuck fighting with melee weapons.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 03, 2017, 07:46:40 pm
I'm just saying.


That said, we'd probably want to enchant our NOT ADAMANTINE (So they can be lead and very, very heavy) to dissolve crystal on impact. That'd give them an unbeatable advantage---we'd almost never have to upgrade them, as their armor is useless against it.
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on June 03, 2017, 07:53:06 pm
Perhaps we could make a Different material, with Almost inverted propertys to Adamantine, as in we can control everything (Weight, Elasticity, Conductivity, Glow...) BUT how Dense it is.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 04, 2017, 02:08:44 am
Crazyabe, I like all the elements of your design, but I worry it's a bit excessive for an emblem. We want something smallish, that we can attach to the uniform of every solider.
Also, I personally like the idea of using Arabic text on the emblem. Just put 'For in god we trust' into google translate, and you get... في الله نثق
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on June 04, 2017, 10:09:08 am
Hear my plan.
sky ship > earth magic to build trenches> earth magic Tunnel making
WBecauseel warfare?  Because our halberds are superiour in terms of efficiency and because we have firestorm Shell which we could place underneath key enemy positions. distracting them in the air will help us win underground
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on June 05, 2017, 10:18:58 am
Design: Alsamma Safina [6-1, 3-2, 4]

After some quick math showed we'd need nearly 200 War Pegasi to get a single Sirocco off the ground water, we quickly set about stripping off unneeded parts of the ship.  No need for sails, after all.  And with no sails, we don't need any masts.  Only the bottom of the ship needs to be armored, so we strip the Adamantium off the deck.  Rudders don't really work in the air, so that goes too.  And without a rudder, we really don't need a steering wheel, either.

The end result is a pretty bare hull, deck, ballista, and basic crew quarters, and we still need an obscene number of very-expensive War Pegasi to keep it up.  The crew is entirely made up of mages; Apprentices work the ballista and Wizards constantly re-enchant the carpets.  It's exhausting work, and being idle for more than a few minutes sees the air ship begin to lose altitude and (if even possible) speed.  It's slow, difficult to turn (as all the carpets need to move in unison) and debilitatingly expensive.  As a matter of fact, al-Mutriqa is the only one who can keep so many carpets working together in unison, let alone constantly re-enchanted.

Despite these draw-backs, the Alsamma Safina promises to be devastatingly effective.  The deck-mounted ballista still can't shoot down, but it can shoot horizontally.  The increased starting height gives the weapon range that would normally be considered Beyond Line-Of-Sight, were it on the ground.  Being able to actually see where it hits despite the range gives it yet another advantage.  At closer-range, the Alsamma Safina can drop its fire-storm ammunition overboard onto the enemy below, or the mages on board could instead use their Wands of Thunderbolts.  The lack of spare lifting capacity means the mages are without guards to fight any intercepting falcons, but standing on a deck should make it slightly easier to fight them off.

The War Pegasi are all kept below-deck, away from the rain, sun, or attacking falcons.  There is a lengthy debate about the ethics of keeping War Pegasi tied up in the dark, but ultimately it's decided that they're just carpets and not actual, living things.  National Effort.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on June 05, 2017, 10:27:54 am
Okay.

Main things to fix:

- Cheaper Carpets
- Downward Aiming Ballista

Both of those will also affect units other than the Alsamma Safina, so even if we can't field her this year, we haven't wasted a year.

Personally, I think we should work on the carpets, they are by far our most useful asset as it stands.

Simplified Pegasi Enchantment - By working out the kinks in the spells, and weaving parts of the enchantment into the fabric to help hold the magic, a carpet can now be maintained by an apprentice.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 05, 2017, 10:40:17 am
So, I'd just revise the ship to carry the enchantments itself. That's make it much better. If we only have one, we only have one. Oh well. It's still going to be remarkably powerful.

Especially as al-Mutriqa is going to be on the deck. It's NE, after all. If we send that thing to the mountains, it ought to make QUITE the impact.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 05, 2017, 10:57:09 am
Ah. I had hoped we would be able to use the Expensive original carpets, rather than the Very Expensive War Pegasi.
Well, at least it isn't Theoretical.

Anyway. We can surely streamline production of the carpets, rendering them less expensive, and perhaps in turn rendering the Alsamma Safina merely Very Expensive.
...Is that what you're suggesting, Kashyyk? Because it looks like you are suggesting making them easier to use, rather than easier to produce.

I suggest we do

Streamlined Pegasi Production: A War Pegasi requires more than a dozen enchantments to function. Naturally, this makes producing them a nightmare, requiring expensive materials and painstaking precision. Yet our researchers suggest that there is a lot of overlap between enchantments- redundant magic, wasted effort. The initial design of the War Pegasi was... not the most well-thought out. We put all our efforts into just making them work, and spared no time for optimisations. Now, we shall take that time, rewriting the enchantments in a more elegant fashion, cutting out duplicated magic, fixing bugs that were initially patched over in the crudest way possible. This should hopefully reduce the complexity of the various enchantments by a substantial amount, which in turn should lower the cost of production.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on June 05, 2017, 11:02:09 am
That is what I meant, just less succinct than the way you've said it.
Quote
(2)Streamlined Pegasi Production (http://www.bay12forums.com/smf/index.php?topic=163276.msg7475637#msg7475637) - NUKE9.13, Kashyyk
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on June 05, 2017, 02:07:43 pm
Quote
(3)Streamlined Pegasi Production (http://www.bay12forums.com/smf/index.php?topic=163276.msg7475637#msg7475637) - NUKE9.13, Kashyyk, Crazyabe
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on June 05, 2017, 06:47:54 pm
Sounds good to me.
Quote
(4) Streamlined Pegasi Production (http://www.bay12forums.com/smf/index.php?topic=163276.msg7475637#msg7475637) - NUKE9.13, Kashyyk, Crazyabe, Happerry
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on June 06, 2017, 08:05:56 am
Let us go for earth magic now.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 06, 2017, 08:14:17 am
Yeah.

I'm beginning to see the potential value of shaping terrain to fit our needs.

I recommend just that---shaping, not creating. That would also allow us to do fun things like raise fortresses overnight, and tunnel THROUGH the mountains...right into their forts.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on June 06, 2017, 09:35:15 am
Revision: Streamlined Pegasi Production [6]

War Pegasi were initially woven with a multitude of prayers, hymns, and passages from the Holy Book.  A bit of examination shows that a lot of these are actually redundant.  We can instead get the same effect by using only the most violent tales of vengence and justice from our Holy Book, along with some more elegant spell-weaving.  The weaving still requires silver thread, but the more streamlined spellweaving results in less of it being used.

As an added bonus, we find that by using the magic imbune in the carpet more efficiently we can actually make them last longer.  The enchantments still aren't permanent, as that would require a dedicated bit of research, but our carpet riders should be able to stay aloft a bit longer.

The cheaper carpet production makes the War Pegasi Expensive.

The Alsamma Safina is still expensive, but no longer a National Effort.  It is now Very Expensive, but will requires several dedicated wizards to manage each flock of War Pegasi below deck.  Oddly enough, we can actually afford to field as many Alsamma Safina as we can Sirocco's.


Please vote on your emblem.

Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on June 06, 2017, 09:42:13 am
Ok, since we need the most Impressive emblem, I Think we should use one of my Designs for the most effect and the best chance to get the research credit.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 06, 2017, 09:58:20 am
I like your latest emblem the most, though I have a few suggestions.
-Replace 'For in god we trust' with 'في الله نثق', which is the same in Arabic.
-If possible, make the tornadoes bigger (by making the pyramid smaller)
-I don't really like the squiggly thing in the center.
-If possible, try to work some blue into it? Blue is Moskurg's colour, whilst Arstotzka is red.
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on June 06, 2017, 10:22:13 am
I'm on my Laptop, so this wasn't as easy, especially since the original was on my PC, but I think I did a good job.
Spoiler (click to show/hide)
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 06, 2017, 10:25:39 am
I'm on my Laptop, so this wasn't as easy, especially since the original was on my PC, but I think I did a good job.
Spoiler (click to show/hide)
Hey, yeah! That's pretty good!

I vote for ^That^
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on June 06, 2017, 10:28:44 am
Earth magic:
PROS: barriers, earthquakes, Tunnels,  sandtraps
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 06, 2017, 10:44:02 am
Little bit of combination with our wind magic might also allow us to sandstorm their camps at night.

That's wreck their sleep, turning them into sleep-deprived wrecks in combat.


Also, we could manipulate paths, roads, everything. The road your scouts just checked might now be 100 yards to the left and covered in well-hidden pitfalls and crap.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on June 06, 2017, 10:47:06 am
Yes and perhaps granite mech armor?
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 06, 2017, 10:47:57 am
Earth magic:
PROS: barriers, earthquakes, Tunnels,  sandtraps
CONS: Entirely new school, barriers may be vulnerable to cannons, less useful offensively.

I thought of a way we could beat them in the artillery game. It'll take a few steps to get there, but if it succeeds, we might outrange them. I'm thinking coilguns. I mean, you basically just attach lightning wands to a series of copper coils, make a spell that activates them sequentially, and boom, done. Admittedly, it may not be quite that easy. Which is why we would start with an innocuous invention:

al-Maghnat's Wonderous Northfinder: The eccentric al-Maghnat usually lurks in his lab some distance from the capital, situated in a field scorched black by constant lightning strikes. His mysterious works involve miles of copper wire, hundreds of lightning wands, and several charred apprentices per year. And now, he has something to show for his efforts. A simple device, not even slightly explosive, it consists of a small dish with an iron needle mounted in it, in such a manner that it may spin freely. The magical part is that the needle always points north. This is because the iron has been, ah, 'Maghnatised', through a mysterious process.
Considered a curiosity by some, the value of this 'Northfinder' was quickly recognised by our sailors, who realised that this would let them navigate far more easily, even when out of sight of the coast. Already they are drawing up plans to use these devices to outflank Arstotzkan navies, who will never expect an attack to come from the open ocean. We may even be able to circumvent their navy entirely, and attack ports as far north as Arstotzka itself!



HEY. Vote for an Emblem, you guys.
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on June 06, 2017, 10:50:48 am
So I left off at page 12 and decided to just skip all of that and go to the last page which is 45 for me, and we have airships and people are for Earth Magic which I argued for a few months ago.

What  ???

Can I get a sitrep while I go check out the last report to see where we're at? Also something about an emblem?
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on June 06, 2017, 10:51:31 am
Personally, I'd like to be able to control how heavy our adamantine is, Imagine the force of a wisard summoning large amounts of marble sized pieces Which each weigh a ton each.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 06, 2017, 10:53:43 am
Agree with crazyabe's emblem. His LATEST emblem, anyways.

Extreme control over density of adamantine would be interesting, but unless it could be spawned/removed in large batches, it will not give us the shelter from artillery that an earth spell would. Remember: We've got LOTS of advanced warning for figuring out where they're going to fire.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on June 06, 2017, 10:56:12 am
I think we are at the point where we could branch out our magic again. I think a tunneling spell would aid us greatly everywhere but especially in the mountains. Also this suggestion has been around for a while.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 06, 2017, 11:08:03 am
Can I get a sitrep while I go check out the last report to see where we're at? Also something about an emblem?
Well, the war has gone back and forth. At one point we controlled the Plains, the Jungle, and 1 section of Taiga. As you can see, we have been beaten back. This is primarily due to their artillery.
We started the artillery war with our ballista, but they have us beat with (?)Steam(?) Cannons, which are also rifled (don't ask how we know that :/). So, looking for a way to revolutionise warfare again, we went for flying carpets, because airforce beats artillery. They proved moderately successful, but they got trained birds to attack our carpet riders, and besides, a single wizard can't carry many Firestorm Shells (basically greek fire bombs) with him, so I advocated for an airship, which would be resistant to bird attack (since standing on deck it is far easier to fight one off), and carry more armaments. I had hoped it would also let us deploy troops behind enemy lines, but they don't have room.

...I mean, way more than that happened, but that's why we have airships, anyway.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on June 06, 2017, 11:12:29 am
Since i saw the earth magic idea i liked it
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on June 06, 2017, 11:38:38 am
To my knowledge there are two emblems up for vote so I'm going to throw another +1 at crazyabe's design.

With getting the airships down to VE we may actually be able to make assaults into the Mountains once we push back to them, so that specific aspect of Earth Magic isn't as necessary as it was before.

So, we need to push our artillary game further or create another way to strike at their artillery. The airships may allow for the latter but I have a couple ideas based on our lightning research.

eSaint: What sort of Lightning bonuses do we have due to our attempts at Directed Lightning spells and those disposable Uncontrolled Lightning Wands?

Here's the angle I'm seeing. We have a bunch of Lightning sources, we just need to properly direct said Lightning. We can create a Staff that draws lightning to a target, allowing for ULWs to do extra damage as well as being useful when we draw on our Storms. From there, we can combine the two item systems into an artillery sized piece, either doing many Wand sized bolts or having one larger bolt for more massive damage, possibly being able to do both. With that, we should be able to mount them on our ships in whatever manner is most useful and make sure they're designed to be able to fire from the airships. We could also make smaller airships that are basically just gunboats with one of said artillery piece, which will benefit both the sea and the air.

I expect a design and a revision for the Staff, a design and two revisions on the artillery piece, and a design and a revision on the gunboats as they're in essence scaled down airships. Presuming we get the Research credit, we should spend it on the artillery piece to hurry things along.

The Staff will help on every facet of the battlefield due to how cheap the ULWs are, the artillery piece will be a refinement of the concept, and the gunboat will allow us to have a mobility that should have them screaming in frustration.

All of this of course depends on what angles they decide to play and how effective our airships turn out to be.

Also, did we ever spend that Expense credit that we decided to bank for a rainy day?
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 06, 2017, 11:51:58 am
What, from a billion turns ago? Yes. I'm pretty sure we've used every expense credit we've gotten.

Also, the problem with artillery is not that it does insufficient damage, but that it has insufficient range.
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on June 06, 2017, 11:58:52 am
Correct and thank you, I've been AFK for 30 pages so I wanted to be sure.

I'm operating on the idea that Directed Lightning is effectively Line Of Sight range which leaves only Indirect Fire artillery as a means to go beyond that, or some sort of Divination Targeting ritual spell.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on June 06, 2017, 12:11:24 pm
I believe we're already at Edge of LoS with our ballista.

Anyway, I +1 crazyabe's most recent artwork.
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on June 06, 2017, 12:46:19 pm
Wait, so are their cannons Indirect Fire capable? Do they have more of them? If those are the problems then we should go gunship first and then design new Lightning things as the mobility should make up for both of those issues.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 06, 2017, 01:00:55 pm
They have apprentices scout ahead and use coloured flare spells to signal for their artillery to fire. Which indeed gives them a primitive indirect fire capability.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 06, 2017, 01:15:07 pm
No. There are no indirect fire weapons in this game.

There ARE however weapons that can fire beyond the horizon. Indirect fire is, like a mortar or howitzer, a gun being used to shoot "too far" up, so the shell runs out of upward velocity and falls back down on a much sharper decent than usual, making it capable of hitting things behind other things, like tossing a grenade up over a wall, instead of throwing it straight into the wall (Don't do that second one!).
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 06, 2017, 01:35:51 pm
No. There are no indirect fire weapons in this game.

There ARE however weapons that can fire beyond the horizon. Indirect fire is, like a mortar or howitzer, a gun being used to shoot "too far" up, so the shell runs out of upward velocity and falls back down on a much sharper decent than usual, making it capable of hitting things behind other things, like tossing a grenade up over a wall, instead of throwing it straight into the wall (Don't do that second one!).
You're right. Wrong terminology on my part.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on June 06, 2017, 02:55:30 pm
Next turn we should definitely go for making enchantments permanent. If we can do that for lucky strike and for our airships we'll definitely make the upkeep of them that much easier.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on June 06, 2017, 05:50:56 pm
Locking emblem votes in an hour.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on June 06, 2017, 05:51:59 pm
I'm on my Laptop, so this wasn't as easy, especially since the original was on my PC, but I think I did a good job.
Spoiler (click to show/hide)
Hey, yeah! That's pretty good!

I vote for ^That^
+1
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on June 06, 2017, 07:14:28 pm

Spoiler (click to show/hide)


Alright, looks like this one wins.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on June 06, 2017, 11:15:55 pm
Combat for 937

This year sees Arstotzka develop a new weapon known as the "Restless", a primitive crystal 'train' that uses two steam engines can be used to move troops around and transport heavy equipment and supplies, like ammunition for the HA1 artillery.  This allows their artillery to fire essentially non-stop, assuming they have a target to fire at.  Their laborers go through great effort laying down sections of steel tracks from the capitol to the front lines; currently the terrain is only smooth enough for tracks to be laid down in the plains, although effort is being made to path the few sections of jungle available.  The mountains are rather inhospitable to trains, as the steep inclines are too much for the humble little train and the labor involved in tunneling through bedrock is far too much.  They also go ahead and revise their crystals to repair themselves to a minor degree; repeated stress fractures are no longer a thing, and apprentices are no longer required to repair microfractures.  This makes their Crystalclads and crystal weaponry more reliable in the long-term.

Moskurg doubles down on their ability to fly: the Alsamma Safina is their latest creation.  Essentially a Sirocco sailing ship chopped down to the bare minimum, the cargohold is packed with War Pegasi to give it the needed lift to fly.  It was initially a National Effort, but Moskurg spent their revision improving the manufacturing process for their War Pegasi and lowered the cost of the carpet and the ship to Expensive and Very Expensive, respectively.  This also has an added bonus of improving the enchantment time on the carpets by a small amount, though they are still by no means permanent.  The Alsamma Safina is crewed by the bare minimum, consisting entirely wizards and apprentices.  Any excess lift is taken up by the ballista and firestorm ammo, so they won't be deploying troops from the ship any time soon.



The jungle sees a renewed intensity.

Arstotzkan artillery fires non-stop now, seeming to rely more on shelling away any cover the trees provide rather than focusing on troop positions.  Apprentices with flares are almost redundant at this point, as artillery crews have enough ammo now that they can fire blindly.  That's not to say that flare spotting isn't important; when Moskurg positions are found, a green flare spells certain doom for anyone in the immediate area as every gun in range turns and begins firing.  Moskurg ballistas have been mostly relegated to apprentice-hunting, forgoing their firestorm ammo to send ballista bolts whistling towards their targets with pin-point accuracy.  Most of Moskurgs mages have taken to the air on War Pegasi and Alsamma Safina's anyways, so they couldn't field all their ballistas even if they had a reason too.

War Pegasi tend to do most of the heavy lifting, now.  Once again merely Expensive, they run sorties as often as possible.  Anti-mage falconiers attack whenever the carpet bombers are spotted over the horizon, but there's so many that as soon as a falcon takes flight half a dozen bolts of lightning arc down - at least one is guaranteed to hit, though it's wasteful and inefficient.  Once overhead the carpet-riders go through their saddle-bags of firestorm grenades as quickly as they can before returning back home to re-enchant, re-supply, and attack once more.  The Queen of the Sky is the Alsamma Safina, though.  With the ballista being mounted so high, the range is extended to be equivalent with the HA1 artillery.  Lucky Strike is less effective with the long flight-time of the ammo, so it's not quite as effective at pin-point strikes.  Arstotzkan artillery has an elevation of 45°, and there's a "sweet spot" when the airship approaches where it's just in the artillery's envelope of fire.  The large-caliber HA1 shells are powerful enough to punch through the airships Adamantium armor and shred the carpets within, crippling or destroying the ship.  Though it's not always a sure thing that they will hit, enough airships have been shot down while trying to get over Arstotzkan positions that the standard practice is to stand back and lob firestorm ballista shells into artillery nests indiscriminately.  The large ship is too big for a falcon to take down, and having a deck to stand on means the defenders stand a better chance at cutting down the birds as they approach.

Arstotzka's train is pretty useful here; troops are quickly moved into position for raids, and artillery is never without shells or water.  The increased troop movement isn't significant enough to make a huge difference, as each car can only carry twenty men at a time, but the ammo and water supplies are instrumental.  Better crystal weaponry also has a small effect - troops no longer need to carry back-up longswords in case their crystal axe snaps from poor maintenance.  The trains are particularly vulnerable to raids, however; al-Mutriqa personally destroys one by ramming it off the tracks with a single swing of his golden mace (stories of his victory may have been exaggerated).

Ultimately, the wooden splinters from exploding trees and (what's left) of the tree cover pushes the favor of the battle towards Arstotzka.  The entire theatre is still freezing thanks to their many Lesser Towers of Frost, and Moskurgs air force can't do it all alone.  Arstotzka manages to push Moskurg back another section of jungle, but it's not by a large margin.


Arstotzka gains a section of jungle.

In the open desert, where the temperature isn't freezing during the day, Moskurg sees more success.

Air troops harry the encroaching army as they trek across the desert sands, bombing water wagons before they can supply artillery positions.  With Moskurgs greater flight-time they can actually push further back to hit these delicate supply lines, and it really helps.  Arstotzka must leap-frog from oasis to oasis for water, and without a supply train running through the mountains they can't maintain the same high rate of fire as they had in the jungle.  The desert continues blowing sand in their faces thanks to Divine Desert Winds, and on the open sands there's nowhere to hide from the enemy overhead.  Infantry combat is rare and quick.  The brutal melees are fairly even, with Moskurgs Adamantium weapons on-par with Arstotzka's Crystal.  Arstotzka's armor provides more complete coverage, but Moskurgs Adamantium armor allows greater flexibilty and is lighter - though attacks can often cut through the leather straps holding it together.  Arstotzka's troops are better trained, but the open terrain favors Moskurg.  Ultimately, though, the War Pegasi can provide Close Air Support, and Arstotzka's artillery must wait until their troops are disengaged before they can shell the enemy troops.  But again, these battles are rare - Moskurg can rarely get close before an Arstotzkan flare goes up.

The mountains are different, though - Arstotzka has literally lined the mountains with HA1 emplacements.  Well-stocked and well-dug in, they are incredibly difficult to push out. Moskurgs airship can't gain a height advantage here, sadly.  Already at max altitude, they can't get a range or height advantage on the emplacements and are forced to hold back lest the artillery men take pot-shots at the large, slow-moving boat.  War Pegasi are much more effective here, though - the stationary HA1 emplacements are welcoming to firestorm grenades, and it becomes common practice to bail out of the emplacement once War Pegasi are spotted on the horizon.  The falcons are once again stymied by the thunderbolts wielded by each rider, and Anti-Magic bomb arrows actually prove to be more effective.  With a lower relative altitude, they're once again in range of archers on the high peaks.  Even mass volleys of mundane arrows can be effective, if they catch the ride unaware.  Infantry assaults are suicidal, as the freezing cold, vertical inclines, and raining arrows makes it almost impossible for the foot soldiers to reach the peaks.  Myark does his part, flinging fireballs down the cliffs as easily as breathing.  One report even says he managed to blast a fireball straight up, piercing the hull of an airship with a single ball of fire.  All reports are second-hand, and though everyone agrees it happens no one can point to someone who witnessed the event.  His Staff of True Light does a good job of turning back infantry as they trudge uphill all on it's own, though the carpet riders and airships are a bit more resolute.

At the end of the day, Moskurg has the advantage in the open terrain - without trenches or tree lines to shoot at, Arstotzka's artillery has a harder time hitting the fleeting, mobile troops.  Arstotzka has the advantage in the mountains, able to shoot down War Pegasi and airships as they approach.  Moskurg manages to bomb Arstotzka back to the mountains, where they sit with their lethal HA1 emplacements.

Ultimately (Coinflip: Moskurg) Moskurg manages to gain the upper hand, pushing Arstotzka back and forcing them to cede a foothold in the mountains to the desert-dwellers. 

Moskurg has gained foothold in the mountains.


Arstotzkan supply trains keep their HA1 artillery well-supplied, and artillery assaults occur non-stop.  With static trenches and clear lines of sight, they're devastatingly effective despite using non-explosive ammunition.  Moskurg carpet-bombers fly sorties like clockwork, but their firestorm grenades are only effective at stalling HA1 artillery pieces, not destroying them.  The metal components are often fine, especially with the nickel circuitry, but the fire burns down the wooden carriages and requires new ones to be made before they can be fired again.  Occasionally carpet bombers will cause a barrel to crack or manage to kill the artillery crew, but with so many apprentices at their disposal thanks to their Academy Initiative, Arstotzka can afford to replace the crews lost.  More devestating is the Wands of Thunderbolts, which cause the cannons to weld shut and require more lengthy repairs, but the wands are single-use only, inaccurate, and often used just to fend off attacking falcons.  A better target is Arstotzka's crystal train with its two steam engines - which are connected to ground through the gearing and wheels.  The explosions are quite pretty, and do a good job at stalling artillery assaults.  Infantry combat is limited to raids, as commanders have decided that day-time charges across no-mans land is suicidal, though Moskurg is fielding fewer ballistas now.  It's still enough to deter infantry assaults, though.

With static trenches to shoot at, Arstotzka has a slight lead.  The Alsamma Safina can rarely get overhead to cause massive prolonged destruction, and Arstotzka's artillery does a slightly better job of securing advances than Moskurgs carpet bombers.  It's a close thing, but Arstotzka pushes Moskurg back a section.


Arstotzka has secured a section of the plains.


The seas are no contest.

The Alsamma Safina is Very Expensive, and supplements Moskurg's Sirocco's which have already been reduced to glorified carpet-carriers.  Arstotzka's HC1-E's don't have enough elevation or reach to shoot upwards, so once overhead the airship wins easily.  Wands of Thunderbolts from both the airship and carpet riders cause critical boiler explosions that shatter Arstotzkan Crystalclads.  On rare occasion the regenerative effect of the crystal is enough to keep the ship together without sinking, but without propulsion the ship is dead in the water and a non-threat.  The longer staying ability of the War Pegasi is a huge boon, and the riders load up exclusively on Thunderbolt wands.  They're able to perform seek-and-destroy missions against Arstotzkan ships, and after a year of one-sided combat Moskurg manages to secure a section of coastline on both the Eastern and Western shores.

Moskurg gains ground in the Eastern and Western Seas.
 

Research Credit!!!

Spoiler: Moskurg (click to show/hide)
Spoiler: Arstotzka (click to show/hide)

Both sides see their new emblems emblazoned on their shields, flags, and heraldry.

Soldiers often have to paint the designs by hand, and with varying degrees of success.  For Moskurg soldiers, there's a wide variety of simple half-blue half-yellow emblems with tornados, moons, stars, diamonds, and words - all with varying degrees of legibility.  The blue-on-blue and yellow-on-yellow colorschemes often blend together or don't show up at all.  Most tornados are drawn as squiggels, or just plain triangles.  The emblems are often simplified to a half-blue half-yellow field with the words "For in God We Trust" written by a fellow soldier who can actually read and write.

For Arstotzkan soldiers, the plain red field with black and yellow is much easier to paint.  Often simplified to a yellow star on a red background, the design is very difficult to mess up and very striking.  The more talented soldiers flank their stars with black cannons or falcons, but only the company flags depict the fireball and name "ARSTOTZKA".

Ultimately, Arstotzkan soldiers come out with a more profound sense of pride, largely because their emblem actually uses their nations color.  Arstotzka gains the Research Credit.


It is 938, the Design Phase.

Spoiler: State of Forenia, 938 (click to show/hide)

Spoiler: Moskurger Spells (click to show/hide)



Behavior Rules.  Please Read.
Spoiler (click to show/hide)
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 07, 2017, 12:25:27 am
Alright. Well, that could've gone better.
...
So, one option is making our airships faster, so they can no longer be targeted by the HA1. Another option is explosive shells, so that our carpet riders and ballistae can actually destroy their cannons rather than temporarily disable them. A yet further option is a divination spell that lets us dodge their artillery- even at Expensive, they can't have enough to constantly carpet everywhere with the stuff.
Immobile defences that do not take advantage of existing magics are not an option, in my opinion.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on June 07, 2017, 01:24:28 am
Detect Thoughts - A return to our mind magic,  this spell allows the user to scan an area for human thoughts.  It's not powerful enough to reveal what those thoughts are,  but instead the mage will know exactly where those thoughts are coming from.

This will allow mages to  quickly search for enemy scouts,  and if found an artillery barrage or cavalry raid can be quickly released. This should limit then entirely to unguided blind fire,  which should be more of a morale hit than cause any actual damage.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 07, 2017, 03:10:03 am
After mulling it over, I think we could make explosive shells with a revision, and of the other two, the divination spell is more useful.

Antichronic reverbramancy*: When an artillery shell hits the ground, it is not only the earth that shakes. The magical fabric of the world is shaken also, with shockwaves travelling in every direction- including backwards through time. It is these reverberations that our new magic seeks to detect. This divination spell is tuned into the specific resonance of Arstotzkan shells, and is capable of detecting their impact several minutes before it happens. This provides just enough time for our forces to evacuate (or ride around) the impact zone (moving ballistae in this timeframe might not be feasible).
This will allow our infantry to survive artillery strikes, and allow our cavalry to ride fearlessly through the killing fields, with Arstotzkan artillerymen cursing their bad luck when our horses turn away just in time to avoid a shell hitting them. Horse-archers and War Pegasi raining death upon them, together with our ability to dodge, will then allow the bulk of our infantry to close with theirs, where our superior tactics shall win the day.

*Using the -mancy suffix in its correct form here, since we are predicting the future.

Quote
Detect Thoughts: (1) Kashyyk
Antichronic Reverbramancy: (1) NUKE9.13
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on June 07, 2017, 03:48:24 am
Quote
Detect Thoughts: (1) Kashyyk
Antichronic Reverbramancy: (2) your 9.13, detoxicated
I still feel the need to branch out, time magic seems interesting, your spell also goes into earth magic so nice

Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on June 07, 2017, 06:52:09 am
Time Magic definitely feels along the lines as Anti-Magic in complexity, so we'd want to spend a research turn first. Which I don't think we can affird right now.

Our Lightning works right now, in regards to doing more and better damage to things. Upon reflection, the War Pegasi do the job of the gunboats that I had planned as our airships seem to only have one ballista on them, so a revision of the ULWs to be Directed Lightning should allow us to start pushing back against their artillery. We don't even need to improve their durability as they're so cheap. Therefore, I recommend we make the

Staff of Guided Lightning: Dusting off our old efforts at guiding the Divine Destruction from Above, the primary problem seems to be that we sought to use our magi to act as a direct conduit, which lead to the even chance of being smote along the way. This staff is designed to channel this Power and help the wielding mage to direct the Lightning to where it is most needed. In absence of a Storm, Wands of Thunderbolts can be used in concord with the Staff to provide the Lightning needed for the Staff's abilities. It is expected to be Expensive.

The staff will allow our airships to have an inbetween for our next artillery piece while also extending the range/accuracy of our Lightning Strikes and allowing for stronger coordinated strikes on targets.

If we absolutely need to go into another field of magic, I recommend some sort of Exploding Vibration Grenade as that's similar to Thunder and can be phrased as a progression of Earth Magic, which has a plethora of uses that we can exploit. Adding another shift to the battlefield with Tunneling would be the goal I'd want with Earth Magic. Plus Vibrations to disrupt and destroy Crystals.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on June 07, 2017, 07:08:34 am
Personally, I think we just need more wizards so we can have more carpet riders and siege weapons and such.

As such, I want to suggest a Focused Apprenticeship Program, where our wizards and master wizards pick out the most talented of Apprentices and use them as minions in return for giving said Apprentices focused training to turn them into proper wizards.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 07, 2017, 07:50:46 am
Time Magic definitely feels along the lines as Anti-Magic in complexity, so we'd want to spend a research turn first. Which I don't think we can affird right now.
It's not Time Magic, it's Divination Magic. We have been casting spells in the Divination school since day one- there is literally no field of magic we have more experience with.

I propose that magical shockwaves are already going backwards through time, and we just need to develop a spell to detect them. No time travel on our part is involved. I could rewrite the proposal to be just "Detect Artillery Bombardment: Detects artillery bombardments. By magic.", but I like to give a little fluff to explain how the spell works.

Personally, I think we just need more wizards so we can have more carpet riders and siege weapons and such.

As such, I want to suggest a Focused Apprenticeship Program, where our wizards and master wizards pick out the most talented of Apprentices and use them as minions in return for giving said Apprentices focused training to turn them into proper wizards.
Thing is, what are those apprentices supposed to do? We only have so many carpets to hand out, and as it stands we can't get in range to cast most of our other spells.
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on June 07, 2017, 08:25:45 am
Quote
Detect Thoughts: (1) Kashyyk
Antichronic Reverbramancy: (3) your 9.13, detoxicated, Crazyabe
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 07, 2017, 08:37:41 am
I hope this is just revision-worthy, but we NEED to make Storm Strike an all-weather spell. If we can start calling down lightning strikes from over the horizon or even from the deck of a warship, we'll be capable of turning the tide.

So, I'd propose this:

Enduring Death
By streamlining the enchantments used to fly even further, and applying them to the hull of the ship itself, the Alsamma Safina can be made to fly higher, faster, and longer. It can also afford to carry enough extra mages to cast Storm Strike and the Hammer. The carpets will be kept to provide extra lift whenever possible, but they should be no means be a limiting factor in production. In order to increase carrying capacity, the ballistae will be left behind. We do not need them if we can dodge artillery and cast Storm Strike.
The newly-refined enchantments will also be applied to our carpets.

If we combine THIS with an all-weather revision for Storm Strike, we should be capable of literally raining death on Arstotzkans everywhere. Storm Strike should, by now, be an easy fix. We've been working with weather for DECADES. So, combining these two should give us the all-important killing capability that Arstotzka's artillery has....except it's better, because it's magical and has "Allah" (In Character designing YEAH!) written, quite literally, all over it.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 07, 2017, 09:11:20 am
Ah, you're right. We have by now so much experience with lightning that a revision is almost guaranteed to succeed. And it was mentioned in the battle report that lightning strikes can destroy cannons (or at least make them require so many repairs that they are effectively destroyed). That's a better idea than explosive shells (although we might want to do that later)

I disagree with your design, though. I considered improving our airships as well, but I settled on the divination spell because it will help our troops on the ground survive. I had hoped that fliers would be able to take out enough of their guns to where our infantry could once again close the distance without being completely destroyed, but so far that has not happened. Some defence against artillery is long overdue, and a divination spell is the best way to do that, I think.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 07, 2017, 09:18:16 am
As I understand it, Storm Strike cannot be used over-the-horizon. So we need to improve our airships. Doing so will ALSO allow us to own the seas, I'd think, regardless of what they deploy.

We should first work on deploying all our old and powerful weapons again. Next turn I want to work on antimagic. As in, dissolving crystals (Again) and going extreme-long-distance with our Staves of Tubikh Rrahim. Doing so would allow us to remove their advantages entirely--deploy a wizard on a ship who's only job is to direct the antimagic properly, and you can make their cannons worthless.
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on June 07, 2017, 10:06:22 am
Personally, I think we just need more wizards so we can have more carpet riders and siege weapons and such.

As such, I want to suggest a Focused Apprenticeship Program, where our wizards and master wizards pick out the most talented of Apprentices and use them as minions in return for giving said Apprentices focused training to turn them into proper wizards.

It's a good idea, but we should wait until we retake the plains to use it so we can get additional bonuses to it.

@This Current Design: I think we can all agree that our Storm and Lightning Magics are important tools that, when we can properly deploy them, are intensely effective. Right now we're still relying on Uncontrolled Lightning to get the job done and when it does hit it does marvels. If we can spend one last design and revision to actually control where Lightning goes and then expanding where we can generate Lightning, either through Storm Strike revision or through advancing our airships, those efforts will be intensely more effective.

In regards to defending against artillery, I think we've moved into a form of warfare where infantry are only really useful for holding ground and mopping up after other elements of the army have won the battle. To that end, pursuing methods to directly attack and disrupt the enemy artillery may save more lives than trying to move our units out of the way in time.

Advancing our anti-magic is definitely important but it might need to take the backseat for a couple turns depending on how they use their research credit. Or it could take the entire focus of our next turns in an effort to shut down whatever they come up with. May Murphy have Mercy.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 07, 2017, 10:59:20 am
I basically want to work out the issues with lightning NOW. That will allow us to destroy a lot of stuff. Then we could do almost anything with it---next turn, perhaps we invent the Staff of Many Deadly Freakin' Lightning Bolts and kill everything. Or we go the other route, and, once we start decimating everything with flying ships and lightning strikes, we go ahead and pursue earth magic---raising fortresses and razing fortresses with one spell!
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 07, 2017, 12:04:13 pm
earth magic---raising fortresses and razing fortresses with one spell!
On the one hand, I approve of the wordplay. On the other, you are being crazy overambitious. Our first attempt at earth magic will probably be like 'Magically dig a ditch and pile up the dirt into a crude wall'. Which is one reason I'm against it- we're up against the wall now, we have less room to experiment.

In regards to defending against artillery, I think we've moved into a form of warfare where infantry are only really useful for holding ground and mopping up after other elements of the army have won the battle. To that end, pursuing methods to directly attack and disrupt the enemy artillery may save more lives than trying to move our units out of the way in time.
Yeah, except we haven't. Our air support isn't powerful enough and our artillery doesn't have enough range. I'd like to shift to that sort of paradigm, and have been trying to, but it just isn't working out. And with this one spell we can substantially reduce the effect of, like, half a dozen of their designs/revisions/expense credits.

And re:lightning, we can make guided lightning in a revision. We have, in fact, got a design for guided lightning that has been sitting around unfinished for ever (we tried fixing it once and got a 1, and there hasn't been a good opportunity/use for lightning since).
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 07, 2017, 12:11:39 pm
I like the wordplay too, but that's not my argument.

I want to redesign our flying ship to make it that much better. We can, and then perhaps our air force WILL be powerful enough. You are against branching out, yet you think you can get enough information from a divination spell to dodge artillery? You can't move hundreds of men out of the way of one of their huge barrages unless you have enough information beforehand to just make a slightly better spell to allow you to lay traps where they will be placing their artillery.
What I mean is that you need too much TIME to relocate these things. Divination is cool, but I think a practical advance in our lightning and air force is the way to beat their METAL CANNONS and long range.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 07, 2017, 12:18:18 pm
They're firing non-explosive shells. To avoid getting hit you have to move, like, a meter to the side.
Also, Divination magic is not branching out. We started with the Divination Spellbook. It is the least branch-outiest thing we could do.
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on June 07, 2017, 01:59:10 pm
What I'm proposing is to make our airships powerful enough and to help set up artillery to have the necessary range, or at least the mobility to effectively have the range.

I'm aware of our efforts at guided lightning as I was around for them. The difference here is that the Staff of Guided Lightning would allow for Wands of Thunderbolts to work in concert to effectively create more powerful bolts of lightning while also providing a guidance system for the lightning that Storm Strike provides.

As an aside, our Wands of Thunderbolts provide a Lightning source in all weather types, so the Staff of Guided Lightning provides the ability to direct that lightning in a manner that would match or exceed the effects of an all-weather Storm Strike.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on June 08, 2017, 12:06:12 pm

Design: Antichronic Reverbramancy [3+1, 5+1, 2+1]

Designed as a new spell that riffs off of our base school of magic, Antichronic Reverbramancy uses the faint tremors of time to detect the location of future barrage sites.  Similar our Detect Ambush spell, it focuses on the threads of time that flow through a narrow "chokepoint" in time - things that will happen, rather than the things that may happen.  The warning becomes more pronounced as the event draws nearer - for example, a mage may feel a faint tingle of warning when an enemy commander orders a firing event, a small hint of alarm when the artillery is loaded, and a definite, noticable forewarning once the cannons target the position.  This gives a mage anywhere between ten to thirty seconds of warning before the first shell lands.

The spell is limited to the immediate area surrounding a mage, who must enter a trance-like state to focus on the flow of time.  Entering and exiting the trance takes some time, though a mage can still mumble outloud from within the trance state.  Exiting the trance gets harder the longer it goes on, and a mage who spends more than ten minutes lost in the threads of time can be considered gone for good.  The spell is simple enough that apprentices can cast it, and the trance is strong enough that they could ride on the back of a horse with another soldier without waking up.

Of course, if the entire area around a position is targeted with artillery fire, a thirty-second warning won't do much good, but it's better than nothing.  Cheap
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on June 08, 2017, 12:21:39 pm
Uh, I thought we were still doing debating on designs and hadn't done a proper vote yet.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 08, 2017, 12:27:50 pm
Aaaaaaand crap.

Alrighty then. Guess that's toast. Once again: Limited warning doesn't help. Especially with their new mass-bombardment tactics.


For the revision:

Storm of Wrath
Arstotzka has managed to reduce or destroy the effectiveness of our storm spells across every theater by lowering the temperature. Well, that's alright. Our Researcher Priests have focused on bypassing the mundane, accessing directly the holy powers to cast this spell. If Allah can work in the cold, our storms shall strike in the cold. This allows for storms of terrible power to be conjured up in any climate, at any time, in any place.
The spell is a direct redesign of Storm Strike, meant to allow us to use it in every climate. Of course, if the power is increased (Come on, high rolls!) as well, we won't complain. At all.
Although Arstotzka might.
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on June 08, 2017, 01:02:14 pm
Accurate Wand of Thunderbolts: We get this, we can do much more damage to all of their everything.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 08, 2017, 01:53:05 pm
Well, we shall see how effective it is.

Anyway, right now, lightning. But what to do with the lightning? Hmm. I'm leaning towards accuracy- all temperature lightning would be nice, but the range of HoA doesn't compare to the HA1.

Accurate Wand of Thunderbolts: Remember Spear of Allah? No? That's fair. But some of our researchers did, and they dusted off our research into its performance. And among the dozens of reports of fried apprentices, they found a kernel of useful knowledge. Mostly what not to do when it comes to making lightning more accurate. Rather than fix SoA, though, they decided to apply this to the Wand of Thunderbolts.
The new and improved Accurate Wand of Thunderbolts is inscribed with prayers humbly requesting god to strike the intended target. It also fires a tiny blip of magic in the split second before the wand discharges to create a pathway for the lightning to flow down, just in case god didn't get the message (and besides, god helps those who help themselves).
Not only does this improve the accuracy, but the discharge becomes more reliable, reducing the risk of the wand blowing up.


Quote
Storm of Wrath: (1) Madman198237
Accurate Wand of Thunderbolts: (2) SMMI, NUKE9.13
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 08, 2017, 03:31:14 pm
The Hammer might be outranged, but if we then redesign our warship to fly a few casters along, silently, at night, towards the enemy camp, it'll be ultra-deadly.

Also, it's beyond time that we fix our most powerful spells. If you think magic is the way to win, letting them invalidate our best killing-things spells is NOT the way to do it. After this, we might be able to branch out a bit. Perhaps manipulating adamantine into conduits for electricity? That would likely give us a way to weaponized Alsamma Safina....and make railguns.
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on June 08, 2017, 03:34:31 pm
Why don't we spend this revision to research mindcontrol/brainwashing magic? purify their minds and turn all those captured solders into a nice boost to our troops and workers, plus gain access to some of their basic spells if we were to do it right.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 08, 2017, 03:47:18 pm
Why don't we spend this revision to research mindcontrol/brainwashing magic? turn all those captured solders into a nice boost to our troops and workers, plus gain access to some of their most basic spells...
Because that is waaay beyond the scope of a revision. That's probably at least two designs. Besides, what use are captured soldiers right now? We need to take out their artillery advantage before we do anything to bolster infantry.

The Hammer might be outranged, but if we then redesign our warship to fly a few casters along, silently, at night, towards the enemy camp, it'll be ultra-deadly.
Well, Hammer also requires casting Storm Strike. I'm not sure we can cast that from the deck of an airship, though I could be wrong. Let's assume I am.
AWoT will let our carpet riders take out their artillery better. Hammer strikes at random. Hammer does more damage total, but less to important targets.
AWoT will be useful immediately, whereas Storm Strike will require an airship revision as well, and if we want to hit accurately, a Spear revision. That's three revisions before we're reliably taking out cannons, versus one.

I picture us taking out some of their cannons, then dodging the rest (non-explosive shells, remember).
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on June 08, 2017, 03:48:40 pm
The deck of the ship is large enough for complex casting.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 08, 2017, 04:20:18 pm
NUKE, the Hammer can be cast if Storm Strike can be cast. So, we revamp Storm Strike to be always useful.

An accurate Wand of Thunderbolts will NOT give us that kind of advantage. It doesn't have the number of strikes that Storm Strike brings. And their cannons are METAL!!!!! They're basically a bunch of lightning rods, waiting to be hit by our Hammer.
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on June 08, 2017, 04:44:29 pm
Also we should do Night Vision next turn to add another angle to attack from, we can set it up as Divination.

NUKE, the Hammer can be cast if Storm Strike can be cast. So, we revamp Storm Strike to be always useful.

An accurate Wand of Thunderbolts will NOT give us that kind of advantage. It doesn't have the number of strikes that Storm Strike brings. And their cannons are METAL!!!!! They're basically a bunch of lightning rods, waiting to be hit by our Hammer.

Cheap Wands of Thunderbolts. Which are already proven to do damage to their arty.

Also we should make Staff of the Paladin which will be a lower scale Wand of Heroes. The Night Vision and the Staff will allow for very effective night raids.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on June 08, 2017, 05:17:58 pm
Passive Antichronic Reverbramancy - By deciphering the sub-frequencies within a tremor to identify overarching principles (such as recognizing when something that'll hurt is going to be fired at you, rather than caring exactly what type of painful thing it is) a user can maintain this fourth dimensional danger sense without impeding his ability to function normally. Once a threat is sensed, a user can then hone in on it if further information is required (such as determining the exact nature of an artillery strike), or allow his subconscious awareness to spur his body into action (in the case of knowing how exactly your opponent intends to impale you with his sword).


There's a lot of room for improvement with this spell. Lets not leave it half finished and waste a design.
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on June 08, 2017, 05:24:32 pm
Passive Antichronic Reverbramancy - By deciphering the sub-frequencies within a tremor to identify overarching principles (such as recognizing when something that'll hurt is going to be fired at you, rather than caring exactly what type of painful thing it is) a user can maintain this fourth dimensional danger sense without impeding his ability to function normally. Once a threat is sensed, a user can then hone in on it if further information is required (such as determining the exact nature of an artillery strike), or allow his subconscious awareness to spur his body into action (in the case of knowing how exactly your opponent intends to impale you with his sword).


There's a lot of room for improvement with this spell. Lets not leave it half finished and waste a design.
+1.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 08, 2017, 06:42:16 pm
If you want it, vote for it.
Nuke, it's a lot more reasonable to call down death from the skies than it is to charge that into wand form. Plus if we spend just one extra revision we'll have targeted lightning again. We just have to fix Storm Strike. This allows UNLIMITED lightning strikes---otherwise we have to charge wands.

This would allow us to use our deadliest weapon again. The storm could be cast by a crack squad of mages who, sneaking along on War Pegasi, make it behind the enemy camps and call down the storm on their heads...every night.
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on June 08, 2017, 06:47:38 pm
Solution: We spend the revision on Spear of Allah, one last time. It's something I'm fine with and helps set up for the all weather Storm Strike.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 08, 2017, 06:51:24 pm
The Spear is useless right now. We have to LEAD with Storm Strike. Everything else weather-based depends on it. We can't cast it, because the weather is against us. If we first fix Storm Strike with a simple revision, we can spend the design next turn revamping the whole set---perhaps making it cheaper as well as more powerful. (By "whole set" I mean Storm Strike and its dependents, Hammer of Allah and Spear of Allah)

Using a design should make it easy to get everything we want. Then we might use the revision to track thoughts again. If we could use a form of Detect Thoughts to find the thought textures of someone who's giving orders or doing magic, without actually needing to force past their protection, we could call down the revamped Spear everywhere.

It would be terrifying, and awe-inspiring.
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on June 08, 2017, 07:58:28 pm
If our book is Divination, why did we never make a basic scrying spell to allow us to just look into/listen in on their battle plans?
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 08, 2017, 08:07:11 pm
RIP reading


We already did. But they countered it. (We were reading minds. Somehow, they prevented us from doing so).
Then, from what I understand, distraction set in and the topic was never revisited. I think we do actually need to take up a new type of warfare. Perhaps it's time to invent the Adamantine Flashlight and the Adamantine Eyes of Seeing In Pitch Dark Places Without Letting Them Know You Are Coming and go full-bore night warfare.
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on June 08, 2017, 09:11:32 pm
No I mean like, visually seeing things, not mind reading. Like how most Divination is depicted in media.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 08, 2017, 09:19:13 pm
...Might be an idea. Don't read minds, see where they are and hear what they're saying...Of course, that depends on one thing, and one thing only: HOW does their anti-mind-reading magic work, and do they have enough antimagic crystal-carrying falcons to render this idea useless?
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on June 08, 2017, 09:20:27 pm
I'm like 80% sure they have literal tin foil hats that they joked about because it's the obvious answer.
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on June 09, 2017, 12:46:13 am
Oh shit, nice to see you here SMMI

Quote
Storm of Wrath: (1) Madman198237
Accurate Wand of Thunderbolts: (3) SMMI, NUKE9.13,
 S34N1C
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on June 09, 2017, 01:38:07 am
You skipped some votes.

Quote
Storm of Wrath: (1) Madman198237
Accurate Wand of Thunderbolts: (3) SMMI, NUKE9.13, S34N1C
Passive Reverbramancy: (2) Kashyyk, crazyabe
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 09, 2017, 03:43:32 am
Passive Antichronic Reverbramancy [...]
There's a lot of room for improvement with this spell. Lets not leave it half finished and waste a design.
Thing is, AR provides defence, but to defeat their cannons we also require offence. It is unfortunately probably true that if they continue to hammer us with the quantity of shells they have been in the past, AR will not be enough to save our troops. But if we can reliably take out large numbers of their cannons, the remaining sporadic bombardments will be avoidable.

(Or revise it to give several minutes warning. And even that might not be enough)

NUKE, the Hammer can be cast if Storm Strike can be cast. So, we revamp Storm Strike to be always useful.

An accurate Wand of Thunderbolts will NOT give us that kind of advantage. It doesn't have the number of strikes that Storm Strike brings. And their cannons are METAL!!!!! They're basically a bunch of lightning rods, waiting to be hit by our Hammer.
WoT already takes out some of their cannons. Making it more accurate is guaranteed to let it take out even more.
As it stands, we can't get our airships close enough to cast HoA.

Nuke, it's a lot more reasonable to call down death from the skies than it is to charge that into wand form. Plus if we spend just one extra revision we'll have targeted lightning again. We just have to fix Storm Strike. This allows UNLIMITED lightning strikes---otherwise we have to charge wands.

This would allow us to use our deadliest weapon again. The storm could be cast by a crack squad of mages who, sneaking along on War Pegasi, make it behind the enemy camps and call down the storm on their heads...every night.
Well, you say that, but WoT is cheap. Each mage can carry many wands. Yes, it isn't unlimited, but it lack of lightning has not been stated to be a problem.
If you could guarantee me that crack squad of stealth mages, I would vote for all-weather Storm Strike. But that's the thing, it isn't guaranteed. Whereas the effectiveness of WoT is.

Here's my thinking: barring anything more pressing, next turn we use a design to create propellers for the Alsamma Safina. Then we use our revision for all-weather Storm Strike, once we have a reliable way of getting mages into casting range. If we revise it this turn, we'd probably have to wait for the airship improvements before it becomes useful anyway (crack mage squads don't just happen automagically, they'd probably require an Order. A risky Order).
Title: Re: Wands Race - [Moskurg]
Post by: Egan_BW on June 09, 2017, 03:44:20 am
Quote
Storm of Wrath: (1) Madman198237
Accurate Wand of Thunderbolts: (3) SMMI, NUKE9.13, S34N1C
Passive Reverbramancy: (3) Kashyyk, crazyabe, Egan_BW

Sounds to me like we already have all the firepower we need to destroy many cannons, we just need more defence to protect the airships and let them get close enough.
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on June 09, 2017, 06:20:30 am
Based on the 6 Bolts of Lightning to kill 1 Falcon ratio, Accurate Wands of Thunderbolts should increase their effectiveness by up to 600%. Which means mass slaughter when they're deployed properly.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 09, 2017, 06:53:57 am
Ummmm....no, NUKE. Our airships sometimes stay back and shoot from outside their cannons' range (Height advantages are GREAT!) but they also will fly through the barrage and just hover over the enemies, dropping full-sized Firestorm shells everywhere.

Speaking of which, I want to spend the next few turns working on old designs. We NEED to revamp our weather spells to make them effective again, and fixing Cyclone Shield and our divination in the same bundle might just be an extremely good investment.
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on June 09, 2017, 06:57:31 am
I'm okay with that, but I want some sort of direct action accurate lightning right now as it will be intensely effective if our inaccurate lightning proves anything.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 09, 2017, 07:36:47 am
Well, yes. But tell me this: Would you rather a tremendous number of hideously powerful lightning bolts from the sky, or a few weaker ones possibly with more direction? Remember, their cannons are nothing but lightning rods with convenient apprentices targets nearby.


Oh hey, figured something out:
They use differently-colored flares to signal their artillery, right?
If we developed a simple yet powerful illusion spell, could we change the flares' color?
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 09, 2017, 07:41:13 am
Madman, read the update again. Enough ships get shot down that standard practice is to hang back. It's complete bollocks that their slow tracking fixed elevation artillery can hit a moving airborne target, but apparently our airships are just that slow.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 09, 2017, 07:45:48 am
Hence why we need to spend the next design making them faster and strong enough to carry troops and/or other mages.

So, the flare coloring: Difficulty?
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 09, 2017, 07:57:01 am
Hence why we need to spend the next design making them faster and strong enough to carry troops and/or other mages.
Agreed. This is what I'm saying, though. Casting HoA from airships is impractical/dangerous at the moment. WoT, on the other hand, is used by carpet riders, and we already have reports of it disabling cannons.
Rather than wait a turn to see our improved magic take effect, I would like to do something that helps us now. Besides, I have ideas that could really use more reliable WoTs.

Regarding the flare recolouring, that might be possible in a single design. But it might be costly/hard to actually pull off (we'd need mages constantly on the lookout for flares everywhere, who would need to react in a matter of seconds), and a single revision on their part could probably disable it. If we already knew illusion magic, we could do it in a revision, and then it might be worth it.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 09, 2017, 08:09:51 am
If instead the spell is simply targeted generally over the frontlines, or even cast from the deck of an Alsamma, we could probably manage to pull off some illusions on artillery crewmen. Nothing too obvious, so they don't wizen up to the trickery, but a simple "Red flare, don't shoot" when the apprentice signals a shot on our troops and "HEY LOOK GREEN FLARE" for an area with no friendly troops.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on June 09, 2017, 12:21:52 pm
Seems like a tie between accurate lightning and passive artillery detection

I'll flip a coin here in an hour, if the tie isnt broken
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 09, 2017, 12:31:45 pm
Hey, it's a tie, therefore we should just go in reverse votes and therefore my idea wins, by virtue of having the greatest number of votes that is still greater than 0.


But seriously, give an all-weather Storm Strike consideration, guys. One revision makes the Hammer useful again. Not to mention providing a potential source of cover for aerial operations (They can't hear you over the thunder, and they can't see you in the pouring rain.)
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 09, 2017, 01:04:10 pm
Hey, it's a tie, therefore we should just go in reverse votes and therefore my idea wins, by virtue of having the greatest number of votes that is still greater than 0.


But seriously, give an all-weather Storm Strike consideration, guys. One revision makes the Hammer useful again. Not to mention providing a potential source of cover for aerial operations (They can't hear you over the thunder, and they can't see you in the pouring rain.)
All-weather Storm Strike is a good thing, but one that will be more useful after improving our airships.
I mean, we disagree on how, but we both think that we should improve lightning somehow. You'd rather see Accurate Lightning win than Passive Reverbramancy, right?
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 09, 2017, 01:11:10 pm
@Evicted:
If necessary, my vote is for Accurate Lightning rather than PR. We're too cool for public relations

But I would MUCH rather see a revamp to un-useless-ify our previously most lethal spells.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on June 09, 2017, 01:26:01 pm
Locked for accurate lightning
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on June 09, 2017, 02:37:13 pm
Revision: Accurate Lightning [2+3]

While the unruly forces of nature despise being commanded, it is much more receptive to suggestions.  Relying on our "Induce Zen" spell, we 'suggest' the lightning strike the enemies of the servants of Allah.  Our Researcher Priests claim that the actual mechanics behind the spell is more complex than that, but the effect is that (aside from the rare mis-fire) lightning will now strike where we tell it to.  It was difficult coaxing our mages to try it, but this effect also translates to our Spear of Allah - assuming we have the appropriate weather to cast it, that is.

The Wands of Thunderbolt also no longer occasionally shatter during firing, but our wizards continue wearing the glove as a fashion statement.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 09, 2017, 02:55:07 pm
Ah, the feeling of rolling a two and getting a five, thanks to years of experience and a not-too-ambitious design. SoA fix was something I had hoped we would get as an extra- this will make Storm Strike doubly effective when we revise it next turn.

Is there anything we need to decide on strategy-wise?
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 09, 2017, 03:25:37 pm
Unless somebody has a much better idea, I'd go for a full design spent on Storm Strike. Making it faster to cast, easier to cast, more powerful, and all-weather (With a PLUS THREE) will be worth our design time.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 09, 2017, 04:03:44 pm
I have a better idea. We design magical propulsion devices for the Alsamma Safina. That way our mages can actually get into casting range safely.

I also have a worse idea. We design a compass (see my previous design for this). Designing a compass teaches us about magnetism. We then design an electromotor, powered by gradually discharging WoTs. And then finally, we attach propellers to the motor, and boom- we achieve in three designs what could with common magic be achieved in one. But it'd one-up Arstotzka and their bloody steam engine, wouldn't it?
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on June 09, 2017, 06:44:09 pm
Things mentioned recently:
Night Vision
Cheaper Varient of Wand of Heroism
Scrying
Airship Improvements
Lightning Artillery
Compass>Magnetism>Coilguns
Passive Artillery Defense Revision
Basic Earth Magic
Improved Storm Strike

Am I missing anything?

Personally I am quite happy for how this panned out, I....didn't expect it to work out quite so well. Spear of Allah is finally online and our WoTs are vastly more effective.

Something to consider is making Lesser Heat Towers which totally aren't blatant rip offs of their Less Cold Towers. It would allow us to have heat improvements as well as cast our storm generation spell without worrying about competing atmospheric spells.

With SoA online, I can definitely see myself voting for Storm Strike improvements next turn. Though grabbing Night Vision and then using the revision on Storm Strike improvements would allow us to make a particularly strong counter offensive in the evenings. Plus Night Vision should help literally every front if the commanders use it wisely.

So, on a strategic front, unless they committed both design and revision to the sea, we're likely capturing both contested oceans this turn and then making a decent push on their ocean the turn after. Does anyone remember the benefits of doing that?
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 09, 2017, 07:23:49 pm
Actually, I'd use the design. All those upgrades would make it castable from the deck of an Alsamma without hardly ANY upgrades (Fewer mages = less weight).
Then we REVISE the ship to carry enchantments directly to aid this ridiculous carpet-carrying scheme. Everything we want, but without the stupidity or ridiculousness.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on June 09, 2017, 07:25:36 pm
would someone grab the design description post for the SoA, please? I want to reference it real quick and I'm terribly lazy.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 09, 2017, 07:26:53 pm
Storm Strike:  Summons heavy rain and winds over the course of a day.  Expensive.
  Clear Weather:  Negates inclement weather within the given area.  Nests within Storm Strike for protection.
  Hammer of Allah:  Induce lightning from summoned storms.  Strikes indiscriminately, so can't be used in "danger close" situations.
  Spear of Allah:  Call down an individual bolt of lightning to target enemy commanders.  Difficult to control, has a tendency to hit the caster as often as not.  Our mages refuse to use it.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on June 09, 2017, 07:28:17 pm
Well, I meant from the initial design post, but I'll just look it up myself.  Like a peasant.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 09, 2017, 08:05:59 pm
Spear of Allah: [3, 5, 2]
Lightning is...fickle.

These beasts of nature are used to obeying only Allah himself, and while they're eager to lash out when unchained, listening to mortal men is not on their agenda.  While the weaker spears of lightning will strike where directed, the truly powerful will strike indiscriminately - more than once frying the very mage who summoned it.  With no way of knowing the strength of the bolt before calling it most of our wizards refuse to call down the Spear at all outside of the most dire of circumstances.  On the bright side, summoning one Spear rather than an entire storm is easy enough that any wizard could do it with the proper training - assuming a storm is already in progress. Expensive.

Found it for you
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on June 10, 2017, 12:18:29 am
Also, haldo S34N1C, it's been a while, how've things been?
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on June 10, 2017, 12:19:29 am
Combat for 938

Arstotzka does something entirely unexpected this year.  Previously thought impossible, they build another cannon, that's smaller than their existing cannons.  While many decry the AS-HAC-1 as a waste of magical effort, others are quick to point out the higher rate of fire, high muzzle velocity, all-crystal design, 360 degree firing arc, and brand-new sliding bolt-action breech-loader, which they've taken the liberty to append to all their existing cannons.  It's been mounted on all their existing Crystalclads as an anti-air measure, and is cheap enough that they can afford to station a few in the field to combat carpetbombers overhead.

Moskurg, in an attempt to combat Arstotzka's overwhelming artillery advantage, has delved deeper into the field of Divination with their development of the Antichronic Reverbramancy spell.  Designed to focus on the ever-branching possibilities of the future, the spell allows mages to enter a trance that lets the caster view these twisting, winding threads.  Once a cataclysmic event is ensured to happen the mage can recognize the sudden choke-point in the branching future for what it is and warn his allies of his prediction.  Skilled casters can gain a warning up to thirty seconds in advance, but less skilled casters like apprentices are lucky to get ten seconds.  The mage is otherwise useless while casting, and staying under for more than ten minutes risks losing their mind to the flow of time permanently.    For their revision, they go ahead and fix the innate inaccuracy of the lightning in their Wand of Thunderbolts, which has the nice benefit of also finally fixing their two-decade old Spear of Allah.  Assuming the weather cooperates, they can finally use the spell for its intended purpose.



Thanks to their new breech-loading artillery, Arstotzka can now fire their HA1 artillery slightly faster.  While this is nice by itself, the real benefit is that the cannons no longer need to tip down to allow new shells to be rammed down the barrel.  This means the artillery doesn't need to be re-sighted between each firing event and can more reliably hit the same location.  Moskurg combats this with their impressively-named Antichronic Reverbramancy, but the fact that mages must constantly dip in and out of the trance to maintain their grasp on the present means it sees a limited usefulness.  It does save lives on occasion, but often the warning doesn't come soon enough to relocate, especially since Arstotzka has taken up the policy of blanketing an entire "square" with artillery fire.  It would benefit from being able to stay in the trance longer, or allowing the mage to be useful in the meantime, or even simply giving a longer fore-warning, but as it is the spell doesn't provide a very large defensive bonus.

Carpet bombers are likewise met with frustration.  The HAC-1 doesn't quite perform its intended role of "filling the skies with iron" as even with bolt-action breech-loading, a new round and fresh water must be loaded in each time.  Arstotzkan mages instead track overhead targets, take careful aim, brace the tripod for recoil, and fire.  Often times they miss, as the crude cross-hairs aren't exactly sophisticated and they're targeting a moving target high above.  When they do hit, though, the effect is devastating.  The high-caliber shells rip helmet-sized holes through both flesh and carpet alike, and even a glancing blow is typically lethal.

Moskurg fires back with their refined Wands of Thunderbolt.  Their method of attack typically involves getting overhead and quickly firing off as many wands as they can , then tossing the entirety of their firestorm grenade saddlebag overboard.  Being struck by lightning isn't enough to ruin an HA1 artillery piece, but it does cause enough damage to put it out of commission until repairs can be enacted.  Hitting the operators tends to be more effective - anyone touching the artillery piece when it's struck will typically never fire another round.  The Alsamma Safina does its job standing at extreme range, high and out of the firing range of HA1 and HAC-1's alike.  It's a Very Expensive artillery piece that Arstotzka can't touch, and is often a sign of doom for the men on the ground.

Surprisingly, the HAC-1 proves to be effective in ground combat, despite being envisioned as an anti-air cannon.  The high-velocity round is a line-of-sight weapon, and has a faster travel time and flatter trajectory than a longbow.  Moskurg soldiers caught in the open can expect to be hit before they even know what's happening; the small round doesn't trigger Antichronic Reverbramancy, so the tranced-out mages on horseback fail to warn the party.  The HAC-1's can't exactly be used to ambush, though, since Moskurgs Detect Ambush spell from their initial spellbook is still in effect.

At the end of the day, Arstotzka does a decent job of hitting Moskurgs at range, especially since cannons no longer need to be re-aimed between loadings.  This, combined with their new HAC-1's preventing Moskurg War Pegasi from holding complete supremacy, provides the necessary advantage to take another section of jungle.  Moskurg soldiers are still freezing to death, so even if their artillery detection spell was working perfectly, they'd still be suffering casualties - it's year-round cold, and though their lightning is now accurate they can't cast if snow clouds won't permit it.  Even al-Mutriqa can't do that, though he does a solid job of raiding Arstozkan trains and preventing them from resupplying HA1 artillery pieces.  Moskurg is lacking in their offensive capabilities, and are pushed back to the far edge of the jungle.

Arstotzka gains a section of jungle.


The mountains favor Arstotzka.

The cold, artillery barrages, and HAC-1's are enough to eliminate Moskurg soldiers in the ancient castles.  Moskurg's heavy lifting is done through their carpet riders and airships, but it's not enough all on its own.  With Myark at the lead, they're rather soundly defeated.

Arstotzka pushes Moskurg out of the mountains.

Arstotzka has regained the mountains.  If they hold it for a year, they may use the metal bonus.


Rapid-firing, accurate, train-supplied, long-range artillery dominates in the plains. 

Moskurg does their best, but ultimately they don't have the offensive punch that long, sustained artillery on entrenched positions does. 

Arstotzka pushes Moskurg out of the plains.


Arstotzka gains control of the plains. If they hold it for a year, they may use the plains bonus.


The seas are, once again, no contest.

Unlike the rest of the continent, the Spear of Allah can be cast here.  Previously, Moskurg avoided casting Storm Strike on open waters, as the waves caused by the storm affects their ships just as much as it does Arstotzka's.  Now that their ships are all primarily fliers, it's less of a concern to keep the sea calm.

War Pegasi carpet bombers continue striking the exposed steam engines of Crystalclad ships, causing critical explosions.  The HAC-1 does a fair bit of work here, with one loaded on each ship - Moskurg has learned not to underestimate a massed group of anti-air cannons all firing at once.  The cannons even penetrate the Alsamma Safina ships, although the Adamantium covering manages to deflect all but the most square shots.  Even then, it takes many shots before the ship goes down.  In the meantime, the mages onboard call down the storm, and one-by-one call the Spear of Allah down on their enemies.  Requiring little more than a visual on the target, the spell is critically effective on Arstotzka's ships.  The Arstotzkan fleets in both the Eastern and Western seas are both completely annialated, and Moskurg takes control of both.


Moskurg gains control in the Eastern and Western Seas.  Next turn they will be able to apply their naval bonus to both the jungle and plains theatres.
 

Revision Credit!!!
The Sultans daughter, Hayat Salbi, has recently come of age.  She shows magical prowess; it's uncommon for females to join the ranks of the mages, but the Sultan is insistent that she receive proper training if she is to one day lead the kingdom in this age of magic.  The Sultan is utterly without magical talent, however, and asks that you train his daughter in his stead.  Please describe the training regime she's to be put on, and what spells she is to be taught. Remember that she is utterly untrained in the magical arts, and will likely be unable learn every spell in our arsenal - let alone be able to perform National Effort spells - in a single year.

Whichever side trains their heir to be a more competent mage will win a bonus revision for the next turn.



It is 939, the Design Phase.

Spoiler: State of Forenia, 939 (click to show/hide)

Spoiler: Moskurger Spells (click to show/hide)



Behavior Rules.  Please Read.
Spoiler (click to show/hide)
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on June 10, 2017, 12:38:20 am
That's about expected. The big question is how big of a boost owning the seas will give us.

I'm going to go HAM on something for the revision credit tomorrow as we are in desperate need of it.

We either need to kill their cold or kill their arty with this design and revision. There are several options for that, some of which are more viable depending on if we get the revision credit. One idea I'd like to look at is empowering Divine Desert Winds, as we should get some sort of Weather Magic bonus to it as we have experience with that. If we can make it so that it doesn't interfere with Storm Strike as well as make it stronger, it's effectively the same effect as an all-weather Storm Strike while also helping counter their Lesser Cold Towers.

I'm also suggesting again the Night Vision Divination, as night attacks are explicitly one of the counters for artillery.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on June 10, 2017, 01:42:06 am
Evicted has straight up told us what our actions should be.

- Keep our soldiers warm
- Make Reverbramancy more useful
- All-weather Storm strike

Two of those have already had actions put into them, so I say finish them first. It should only take a revision to fix storm strike, then we're back with LoS artillery barrages and a weather advantage. I think we should use this design on Reverbramancy this turn as well, to give our mages Spidey-sense.

Also, I say we use our hero to teach the Sultan's daughter. Only the best will suffice.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on June 10, 2017, 01:59:37 am
Evicted has straight up told us what our actions should be.

To be fair, I've been doing that even before I was GM.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on June 10, 2017, 02:04:22 am
You were biased beforehand though :P

Here's hoping all our advantages are obscure enough that you found it difficult to portray them to the Arstotzkans :P
Title: Re: Wands Race - [Moskurg]
Post by: Egan_BW on June 10, 2017, 02:49:47 am
Quote
Arstotzka does something entirely unexpected this year.  Previously thought impossible, they build another cannon
how fucking unprecedented
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 10, 2017, 03:06:43 am
EDIT: Changed horse riding to carpet riding, specified that al-Mutriqa takes an entire year away from combat to teach her.
EDIT 2: Added more references to al-Mutriqa helping teach her.



Anyway. Damn those Arstotzkans. Breech-loading cannons? Sure, why not. This is making me think we really should go for magnetism, because they're getting into 20th-century tech whilst we're messing about in the dark ages.
But more seriously. We should revise all-weather Storm Strike. That much is obvious. Personally I would like to design improvements to our airships, because as we saw at sea, airships make an excellent place to cast Storm Strike from, so if we could do that on land, that would be great.
Title: Re: Wands Race - [Moskurg]
Post by: Egan_BW on June 10, 2017, 03:21:36 am
Cannon of Allah

What if lightning, but more? In exchange for truly overwhelming power this spell needs a moderately long ritual and prayer. But the reward is depositing large amounts of energy into our enemies.

(Everyone seems to be discussing revision stuff, so figure I may as well throw out a somewhat generic design.)
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on June 10, 2017, 03:25:43 am
I like the curriculum. I'm tempted to suggest that Al-Mutriqa should actually take a year's break from the front lines purely so he can dedicate his time to teaching the princess however. Apprenticing her directly to the greatest mage on the continent will clearly be the best way to improve her abilities.

Besides, there are no National Efforts that we need A-Mutriqa to manage, so I think we can afford it.

I also suspect that as royalty, she would already know how to ride a horse. Instead I suggest we swap it out for carpet riding riding, and we make sure to keep the Aladdin references to a minimum.


Anyway, an actual design:

Passive Antichronic Reverbramancy - By deciphering the sub-frequencies within a tremor to identify overarching principles (such as recognizing when something that'll hurt is going to be fired at you, rather than caring exactly what type of painful thing it is) a user can maintain this fourth dimensional danger sense without impeding his ability to function normally. Once a threat is sensed, a user can then hone in on it if further information is required (such as determining the exact nature of an artillery strike), or allow his subconscious awareness to spur his body into action (in the case of knowing how exactly your opponent intends to impale you with his sword).

Furthermore, this ability to focus in and out at will allows the user to see potentially minutes in advance, from when the spotter first sights the potential target. The reverberations simply get more and more pronounced as the enemy becomes more definite in their plans to strike.
Title: Re: Wands Race - [Moskurg]
Post by: Atomic Chicken on June 10, 2017, 08:14:11 am
I like the curriculum. I'm tempted to suggest that Al-Mutriqa should actually take a year's break from the front lines purely so he can dedicate his time to teaching the princess however. Apprenticing her directly to the greatest mage on the continent will clearly be the best way to improve her abilities.

Besides, there are no National Efforts that we need A-Mutriqa to manage, so I think we can afford it.

I also suspect that as royalty, she would already know how to ride a horse. Instead I suggest we swap it out for carpet riding riding, and we make sure to keep the Aladdin references to a minimum.

In addition to this, I suggest teaching her how to cast the spellbook-derived form of Detect Thoughts before delving into more advanced techniques. Once she's got a good grasp of the spell, her teachers shall be able to grant her privileged access to a portion of their mind during their demonstrations, thereby providing her with an exhaustive first-hand perspective of the casting process that wouldn't be attainable by the mundane forms of teaching. What better way to understand the miracles of magic than to witness them from the minds of the masters themselves? Even more so if it's al-Mutriqa who'll be doing most of the teaching.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 10, 2017, 08:34:25 am
Dangit you, now we've got to spend the revision like THIS:

Academy of Magic
Using our Detect Thoughts spells, worthy apprentices' thoughts are scanned. If they are found pure of heart and iron in resolve, they may then be granted early knowledge of how to use a new spell: Knowledge. This simple spell allows the user to touch the mind of a willing mage, who can impart knowledge through the mental link. The apprentice can learn only what the master chooses to share, it only needs to work over a distance of a few feet, and the spell cannot be sustained by an apprentice alone---the mage with which they are mentally conversing must help sustain the link, as it relies on the willingness of the subject. This greatly simplifies the spell, allowing even the newest apprentice to cast it, if only under the strict guidance of a master. Then they will use that spell to learn from the likes of al-Mutriqa and our Researcher Priests. This will greatly increase the speed of apprentice training, meaning that more combat-ready apprentices can be deployed to the front, and more mages will join our ranks every year. Apprentices who are not worthy, or whose thoughts contain hints of treason, revolt, or a lack of skill, will be put through a harder but more mundane training course. They will be indoctrinated properly, and brought to the level of skill necessary to fight.

But for the design:

Wrath of Allah
Storm Strike, the Hammer, and the Spear are all expressions of the will of Allah. This takes that association to a new, unprecedented, and much more powerful level, using all we have learned through these long years of war, about magic and about calling on Allah. Through revising all of the spells to contain more references to the Holy Books, more prayers, and more desire for explosions, all three spells are vastly empowered. As His Will will not be denied, the Wrath of Allah can be cast in the desert heat or the cold of the taiga, and it can be cast by a single mage over the course of an hour. The storm still requires the concentration of at least one mage, though more can help. The more and more powerful the mages who attend the spell, the more powerful the spell. The same number of mages previously necessary for the casting of Storm Strike can now produce an unparalleled storm of terrible ferocity. The bolts will not merely disable a cannon, they will superheat the water and explode the breech, while killing everyone near the gun. They will kill squads at a time, igniting the sky like pillars of death.

Writing the fluff was FUN!
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 10, 2017, 09:05:45 am
I like the curriculum. I'm tempted to suggest that Al-Mutriqa should actually take a year's break from the front lines purely so he can dedicate his time to teaching the princess however. Apprenticing her directly to the greatest mage on the continent will clearly be the best way to improve her abilities.

Besides, there are no National Efforts that we need A-Mutriqa to manage, so I think we can afford it.

I also suspect that as royalty, she would already know how to ride a horse. Instead I suggest we swap it out for carpet riding, and we make sure to keep the Aladdin references to a minimum.
Both good ideas.
In addition to this, I suggest teaching her how to cast the spellbook-derived form of Detect Thoughts before delving into more advanced techniques. Once she's got a good grasp of the spell, her teachers shall be able to grant her privileged access to a portion of their mind during their demonstrations, thereby providing her with an exhaustive first-hand perspective of the casting process that wouldn't be attainable by the mundane forms of teaching. What better way to understand the miracles of magic than to witness them from the minds of the masters themselves? Even more so if it's al-Mutriqa who'll be doing most of the teaching.
Also a good idea, although Detect Thoughts is Expensive; it is the pinnacle of what a fully trained apprentice can cast. The princess will require considerable education before she is able to cast it.

Dangit you, now we've got to spend the revision like THIS:

Academy of Magic

But for the design:

Wrath of Allah

Writing the fluff was FUN!
I doubt we can get an Academy with a revision. Although... hang on, did you mean that we use the revision to create a new version of Detect Thoughts, that we then use as an educational tool? Because that... might work.

Whilst spending a design on improving Storm Strike would undoubtedly lead to a far more powerful spell, it would still suffer from the same problem Storm Strike does: we can't reliably get into range to cast it, at least on land.
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on June 10, 2017, 10:34:39 am
We use the education revision to boost our airships so we can better get the casters in range. Though using a revision to get that revision is a little up in the air, but better to deny them the resource at least.

I still want Night Vision and Wands of Commando, but those can wait. Lesser Heat Towers/Improving DDW are something we need to do soon, the next turn at the latest.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 10, 2017, 12:01:19 pm
Alrighty. The reason that's a REVISION is because it simply hasn't been done before. If we use Detect Thoughts as an advanced teaching aid (FOR GOOD APPRENTICES ONLY) we'll get vastly more combat-ready apprentices and mages...and it's not difficult. It just takes a little inspiration before realizing that using it will vastly increase learning compression (More info in the same amount of time) because you don't have to show it and practice if you can just take the knowledge directly.

We work on numbers. Once we apply the plains bonus to this, it will be GLORIOUS. First, however, we gotta take the planes back. Hence Storm Strike. On the plains, there's no cover. There are no trees to get struck first, no caves to hide in, not even many castles to cower inside of. The Arstotzkans will be entirely exposed. We HAVE to revamp warfare again. Night warfare---dodge the artillery entirely. We KNOW they're going to be fixing those lightweight cannons. We need to get ready to combat that, and that means killing all their cannons, and fast. We NEED to empower Storm Strike, and we need to do it with the biggest option available. Unless anyone would like to disagree with the fact that Storm Strike is our most powerful set of abilities?

EDIT: Thanks for the thought---I'll edit the description of the Training Academy to include the fact that it's a change to Detect Thoughts to make it easier to cast, but only functioning on a willing target. Previously it didn't involve that, but if the spell is Expensive then we'll have to change things around.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 10, 2017, 12:06:01 pm
Look, Madman, I'd vote for upgrading Storm Strike if you can explain to me how we are going to get in range to cast it.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 10, 2017, 12:16:33 pm
That's the genius: With a faster casting time, we don't need to.

We cast it at night, at first. And even then, only if we can't carry a single extra mage on our ship (Remember, we're throwing all our knowledge at it to improve all its parts) to sustain and direct the storm.

You're right, though: It's not clear enough on how it's improved. I'll edit the original with this updated description.

Wrath of Allah
Storm Strike, the Hammer, and the Spear are all expressions of the will of Allah. This takes that association to a new, unprecedented, and much more powerful level, using all we have learned through these long years of war, about magic and about calling on Allah. Through revising all of the spells to contain more references to the Holy Books, more prayers, and more desire for explosions, all three spells are vastly empowered. As His Will will not be denied, the Wrath of Allah can be cast in the desert heat or the cold of the taiga, and it can be cast by a single mage over the course of an hour. The storm still requires the concentration of at least one mage, though more can help. The more and more powerful the mages who attend the spell, the more powerful the spell. The same number of mages previously necessary for the casting of Storm Strike can now produce an unparalleled storm of terrible ferocity. The bolts will not merely disable a cannon, they will superheat the water and explode the breech, while killing everyone near the gun. They will kill squads at a time, igniting the sky like pillars of death.


So, the improvements, in a list:
Can be cast in all weathers (Duh)
Can be cast faster (Single hour instead of an entire DAY)
Can be cast by just one person (Instead of several of our powerful mages, who were previously held up for an entire day)
Can have additional mages join the first (Creating storms of greater and greater power)
Can be made much more powerful (Well duh again. If you recall the original design description: "God is Good, and so is the application of excessive firepower." Well, this makes use of BOTH those ideas, which happen to be the underlying tenets of our strategies for the last couple DECADES)
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on June 10, 2017, 01:29:42 pm
To reiterate how expense levels work for mages:

Cheap can be cast by any Wizard or Apprentice
Expensive can only by cast by a Wizard
Very Expensive can only be cast by a group of wizards working in tandem, or a very high-level wizard depending on the nature of the spell.
National Effort can only be cast by al-Mutriqa
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 10, 2017, 01:38:02 pm
Well then

Just as well it's an academy based a new spell now...Thanks for pointing that out, whoever-did-even-though-I'm-too-lazy-to-scroll-down-and-find-your-name
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on June 10, 2017, 01:55:58 pm
A magical academy with a specially modified version of Detect Thoughts (where the target has to be willing, nearby and possibly do some of them leg work themselves) sounds reasonable, as a design then, but definitely not a revision.

I could be convinced that trading a design action for an additional revision (plus some sort of bonus to our mages) would be efficient if we could guarantee the credit. But I'm not certain, so I still prefer my Passive Antichronic Reverbramancy.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on June 10, 2017, 02:11:50 pm
Personally, I'd like to research some sort of Heat spell this turn, as the cold is kicking us repeatedly.

Heat From Hell
It's well known by sages that Hell can be accessed by digging deep enough, until one finds a realm of flame and burning stone. More specifically, a very hot realm. This spell calls upon that heat that lies below, and brings it up to the surface to visit hell upon the heretics before they die instead of letting them find out the cost of their sins merely after their death. The sweltering heat arising from the ground in this spells area of effect should be especially effective against our cold loving enemies.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 10, 2017, 02:16:31 pm
That's the genius: With a faster casting time, we don't need to.

We cast it at night, at first. And even then, only if we can't carry a single extra mage on our ship (Remember, we're throwing all our knowledge at it to improve all its parts) to sustain and direct the storm.
Madman. Our ships cannot reach the enemy.
Sneak attacks might work, but then you're banking on every aspect of your upgrade working, and even then, sneak attacks are less effective than main-battle attacks (mechanically, I mean). You'd also be risking the lives of senior wizards.
So no, I think we do need some way to get into range safely before Storm Strike will be effective.



Anyway, my suggestion for our design. I tried to think of something fancier, but all my ideas required technology we don't have (what I wouldn't give for an electromotor).

Propulsion Tube: This Adamantium tube (made thereof in order to withstand the high pressure within) is inscribed with wind enchantments, that suck air through it at an incredible rate. It tapers slightly at both ends, to create a focused push/pull effect, providing the tube with plenty of forwards momentum.
We shall attach these tubes to the sides of the Alsamma Safina, on special mounts, allowing the tubes to be rotated to be completely vertical, providing max lift, or completely horizontal, providing max speed. This provides the airship with both the carrying capacity and manoeuvrability it needs to be truly effective. 
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on June 10, 2017, 02:48:16 pm
Personally, I'd like to research some sort of Heat spell this turn, as the cold is kicking us repeatedly.

Heat From Hell
It's well known by sages that Hell can be accessed by digging deep enough, until one finds a realm of flame and burning stone. More specifically, a very hot realm. This spell calls upon that heat that lies below, and brings it up to the surface to visit hell upon the heretics before they die instead of letting them find out the cost of their sins merely after their death. The sweltering heat arising from the ground in this spells area of effect should be especially effective against our cold loving enemies.

We already have a Heat Environment spell, so revising that would likely be more efficient
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 10, 2017, 03:15:22 pm
NUKE, you're assuming that the ships must REACH the enemy. They have to, with this spell, merely sit tight a little ways away, and direct a storm. Since Alsamma Safinas have no need to land, they just sit tight right above the horizon and call down a storm. Easy...relatively.

Also, the ships can EASILY get in view...and so can a small party of mages. You don't need to risk a mainline army assault or whatever just to see them.

And the point is that skirmishes could EASILY become as important as the battle. If we have mages with our accurate wands of lightning, using the cover of the revamped storm, strike their camps at night and fry their cannons, we will win the battles, every time.

And, darnit, BREECHLOADING!?!?!?! Screw this guys. We're going to have to work out some RAILGUNS soon.



The school should be alright even as a revision---we're effectively making a simpler version of a preexisting spell and integrating it into our study program for young apprentices.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 10, 2017, 03:28:59 pm
Godsdammit.

evictedSaint: Is the range our airships currently operate at close enough to cast Hammer/Spear of Allah?
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on June 10, 2017, 03:30:53 pm
Quote from: Votes
(0)Cannon of Allah (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480592#msg7480592) -
(1)Passive Antichronic Reverbramancy (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480593#msg7480593) - Kashyyk
(0)Wrath of Allah (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480757#msg7480757) -
(0)Heat from Hell (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480858#msg7480858) -
(0)Propulsion Tube (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480864#msg7480864) -

Lets see.

The Cannon of Allah is a lightning cannon? I feel we could do more by investing directly into Storm Strike and it's descendants rather than trying to build our own cannons.

Wrath of Allah however, is the right idea. Updating one spell will bring back three spells worth of investment to put us back on top of the artillery contest. Or it would, if it had the range. I'd be willing to vote for this if we traded out the reduced time or number of mages for being able to summon storms at any visible point in the sky. Due to how LoS and the curvature of the earth works, that'd technically be beyond LoS artillery.

Heat from Hell feels like a second way to counter the enemy cold towers, when we've already got a spell we could be improving. It would be better to work more on Desert Winds, or make a load of heated armour. They both have their advantages and disadvantages. Changing the temperature of the region would warm our soldiers and the enemy, giving us an advantage whilst removing theirs. It would however involve trying to out design something they've probably put double figures worth of actions into by now. Heated armour would be much easier, as we're only heating very localized areas instead of entire theaters. They would have to put a significant amount of extra effort in to counter it, as most of the energy would effectively be wasted in making areas we aren't in even colder. We'd be able to remove our cold weather disadvantage, but we wouldn't remove their advantage. Make a design doing one of those two and I'd consider switching my vote.

If the Propulsion Tube came with some sort of metric as to how fast the airship could go I'd be interested as well as how easy it would be to change course, but a nebulous faster isn't enough for me yet.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on June 10, 2017, 03:34:41 pm
evictedSaint: Is the range our airships currently operate at close enough to cast Hammer/Spear of Allah?

Yeah.  The Hammer can be cast from further away, though, because you just need to see the area you're hitting.  The Spear needs you to actually identify the target you're hitting, but is much more accurate.  Both require Line Of Sight to the target, though.

Your mages can cast Storm Strike, Clear Skies, Hammer, and Spear from the deck of your ships.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on June 10, 2017, 03:38:34 pm
Yeah.  The Hammer can be cast from further away, though, because you just need to see the area you're hitting.  The Spear needs you to actually identify the target you're hitting, but is much more accurate.  Both require Line Of Sight to the target, though.

Your mages can cast Storm Strike, Clear Skies, Hammer, and Spear from the deck of your ships.


So as it stands, the Wrath of Allah design will allow our ship-board mages to lightning the crap out of them from the same range as the ballista?
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on June 10, 2017, 03:41:28 pm
I am wary about saying "this design will work" or "this design won't work"

I'll gladly explain how your current spells work, though.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 10, 2017, 03:43:08 pm
Huh. What'd'y'know? Alright then, sign me up for Wrath. If all we need is LoS to Hammer them, it will be quite useful.

Quote from: Votes
(0)Cannon of Allah (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480592#msg7480592) -
(1)Passive Antichronic Reverbramancy (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480593#msg7480593) - Kashyyk
(1)Wrath of Allah (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480757#msg7480757) - NUKE9.13
(0)Heat from Hell (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480858#msg7480858) -
(0)Propulsion Tube (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480864#msg7480864) -
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on June 10, 2017, 03:45:22 pm
I am wary about saying "this design will work" or "this design won't work"

I'll gladly explain how your current spells work, though.

I'll rephrase. Assuming the cold isn't an issue, can mages aboard an Alsamma Safina use Storm Strike and Hammer of Wrath on an enemy at edge of LoS?
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on June 10, 2017, 03:46:58 pm
Yes, they can cast Storm Strike, the Hammer, and the Spear on targets in their LoS while aboard the ship.  Currently, the lack of cooperatig weather prevents you from using lightning.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on June 10, 2017, 03:50:57 pm
That's what I was hoping to hear.

Quote from: Votes
(0)Cannon of Allah (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480592#msg7480592) -
(0)Passive Antichronic Reverbramancy (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480593#msg7480593) -
(2)Wrath of Allah (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480757#msg7480757) - NUKE9.13, Kashyyk
(0)Heat from Hell (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480858#msg7480858) -
(0)Propulsion Tube (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480864#msg7480864) -
[/quote]
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 10, 2017, 04:02:05 pm
Well, Kashyyk, that would work...but you'd still have to know where they are. Much better just to work from the deck of an airship. Perhaps we COULD go BLOS (Beyond Line Of Sight), but it wouldn't be worth it since the Spear now functions properly. We are getting +3's to our rolls with wind magic. We need to go on...a roll (BA DUM TSSH) and fix ALL our wind spells to do what they should have. If we can make a new spell/fix Gust of Wind or Cyclone Shield to intercept cannonballs or enemy arrows, we could likely win this war without problems.

Oh, and I just realized---why do we NEED to see them? We can just call down Storm Strike over a large enough area to catch them, which is something that the Wrath spell will allow. Also, it only takes (As I understand it) one mage to call down the Hammer right now. It is only Very Expensive because the spell relies on Storm Strike, which is Very Expensive.


Speaking of revamping them, stockpiling ideas for designs in the upcoming turns:
Directed Fury (See what I did there?)
By harnessing the winds that are now always swirling around our armies, this spell, which requires the concentration of one or more mages to maintain, deflects enemy arrows and cannonballs, whilst leaving ours unaffected. By manipulating the patterns and swirls in the storm's own winds, a mage or group of mages can feel the difference between the smooth slice of an adamantine arrowhead, the fast travel of a ballista bolt, the irregular movement of a liquid-filled Firestorm Shell, and the disruptive trajectory of a spinning cannonball. Using the differences in feelings, the storm responds to the desires of the mage, and will alter the paths of any objects that enter the storm, be they people, arrows, or cannonballs. Cannonballs are usually pushed into the ground, sometimes even within the Arstotzkan lines of battle themselves. Arrows or other objects are tossed into the storm, usually never to be seen again, though testing has shown that an occasional stray arrow or Arstotzkan fiend large object can go slamming back into the battle lines of one side or the other.


If we sink next turn's design into the Academy, I'd be up for trying a revision to make our ships stronger. Perhaps enchantments that allow a mage controlling the ship to control the wind? With bonus points for harnessing winds from the storms we'll be summoning? But we NEED to call down the Wrath. This war has gone on long enough, and I think it's time to just go straight-out OP. Because eS's job NEEDS to be harder, y'know? Call down thunder (WHICH CAN BE DONE FROM OUR SHIPS!!!!) and then make our ships faster/generally better, and we'll be set. We can probably take back all the ground we've lost in ONE TURN by fusing their brand-new and probably delicate breechloading pieces of crap.


Well CRAP, you guys. I just spent all that time typing this out, and there's 6 replies and everybody I wanted to convince is already convinced. Ah well.

Quote from: Votes
(0)Cannon of Allah (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480592#msg7480592) -
(0)Passive Antichronic Reverbramancy (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480593#msg7480593) -
(3)Wrath of Allah (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480757#msg7480757) - NUKE9.13, Kashyyk, Madman198237
(0)Heat from Hell (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480858#msg7480858) -
(0)Propulsion Tube (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480864#msg7480864) -
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on June 10, 2017, 04:04:39 pm
Quote from: Votes
(0)Cannon of Allah (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480592#msg7480592) -
(0)Passive Antichronic Reverbramancy (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480593#msg7480593) -
(3)Wrath of Allah (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480757#msg7480757) - NUKE9.13, Kashyyk, Madman198237
(0)Heat from Hell (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480858#msg7480858) -
(0)Propulsion Tube (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480864#msg7480864) -
(1)Directed Fury (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480973#msg7480973) - Crazyabe
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 10, 2017, 04:05:59 pm
Crazy, the idea is to use Directed Fury LATER

We can't use it right now, as we can't cast Storm Strike/Wrath of Allah in most locations.
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on June 10, 2017, 04:12:36 pm
Quote from: Votes
(0)Cannon of Allah (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480592#msg7480592) -
(0)Passive Antichronic Reverbramancy (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480593#msg7480593) -
(4)Wrath of Allah (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480757#msg7480757) - NUKE9.13, Kashyyk, Madman198237, SMMI
(0)Heat from Hell (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480858#msg7480858) -
(0)Propulsion Tube (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480864#msg7480864) -
(1)Directed Fury (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480973#msg7480973) - Crazyabe

Now that we have accurate lightning, a Point Defense set up that someone suggested earlier might work, while also setting us up for automated war machines once we get the Divination Trigger>Lightning Shot sorted. Hells, we might be able to get automated airships with that angle.

Edit: We need to revise DDW asap because once we have the heat flowing, we can just literally call storms and lightning on their encampments 24/7. That we weren't doing this before the cold front is a travesty.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 10, 2017, 04:26:54 pm
I was actually thinking we could perhaps revise Adamantium, to create a version with a higher temperature. Like, 30 degrees celsius. That way, our soldiers will all be nice and snug in their armour.
Improving DDW would also be good, though.
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on June 10, 2017, 05:21:38 pm
I was actually thinking we could perhaps revise Adamantium, to create a version with a higher temperature. Like, 30 degrees celsius. That way, our soldiers will all be nice and snug in their armour.
Improving DDW would also be good, though.
That would also be good. We have a lot invested in Weather which is why I was thinking DDW, for that synergy.
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on June 10, 2017, 05:28:51 pm
Different Idea: Make it Temperature controllable on creation.
This would allow us to make Bolt heads which will set their people on fire ON CONTACT, Though outside of use they may need to be contained in a more... Cool type of adimantium to prevent accidental Self immolation.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 10, 2017, 05:31:53 pm
We need a full design turn's worth of effort in adamantine. We need it to have a clothlike form, and control over ALL its properties---Want Adamantine that is as hard as diamond, unbreakably strong, and hot enough to make Myark wish he could make that heat? GO AHEAD! Want adamantine that is supple as cloth yet impossible to damage, and the perfect heat for a set of clothing? SURE! Want adamantine so cold that it will freeze enemies on contact, shaped into a sword that can bend, yet has an edge the smiths of Damascus couldn't match? Let's do it.
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on June 10, 2017, 07:55:42 pm
On one hand, it'd allow for a lot of improvements, on the other it sounds like it would be a bit rough to pull off. Fuck it, let's do it next turn.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 10, 2017, 08:00:59 pm
I like the Forenian enthusiasm: Perfectly aware of all the ways it is more likely to go wrong than to go well, and willing to do it anyway.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on June 10, 2017, 09:44:54 pm


Quote from: Votes
(0)Cannon of Allah (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480592#msg7480592) -
(0)Passive Antichronic Reverbramancy (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480593#msg7480593) -
(5)Wrath of Allah (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480757#msg7480757) - NUKE9.13, Kashyyk, Madman198237, SMMI, Happerry
(0)Heat from Hell (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480858#msg7480858) -
(0)Propulsion Tube (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480864#msg7480864) -
(1)Directed Fury (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480973#msg7480973) - Crazyabe
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 10, 2017, 10:11:37 pm
Evicted, vote set.

Turn when? ;)



(Just messing with you. I'm going to sleep here soon, I don't have a use for a turn for the next twelve hours anyway!)
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on June 11, 2017, 12:03:19 am
Also, haldo S34N1C, it's been a while, how've things been?
Can't complain much, been a bit busy tho. Graduated highschool, got a job. Going pretty good

Quote from: Votes
(0)Cannon of Allah (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480592#msg7480592) -
(0)Passive Antichronic Reverbramancy (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480593#msg7480593) -
(6)Wrath of Allah (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480757#msg7480757) - NUKE9.13, Kashyyk, Madman198237, SMMI, Happerry, S34N1C
(0)Heat from Hell (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480858#msg7480858) -
(0)Propulsion Tube (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480864#msg7480864) -
(1)Directed Fury (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480973#msg7480973) - Crazyabe
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on June 11, 2017, 12:29:57 am
Evicted, vote set.

Turn when? ;)



(Just messing with you. I'm going to sleep here soon, I don't have a use for a turn for the next twelve hours anyway!)

I'm not waiting on you guys : P
Title: Re: Wands Race - [Moskurg]
Post by: Atomic Chicken on June 11, 2017, 02:18:24 am
Quote from: Votes
(0)Cannon of Allah (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480592#msg7480592) -
(0)Passive Antichronic Reverbramancy (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480593#msg7480593) -
(7)Wrath of Allah (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480757#msg7480757) - NUKE9.13, Kashyyk, Madman198237, SMMI, Happerry, S34N1C, AC
(0)Heat from Hell (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480858#msg7480858) -
(0)Propulsion Tube (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480864#msg7480864) -
(1)Directed Fury (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480973#msg7480973) - Crazyabe

Out of curiosity, how heavy is adamantium compared to the wood we're building our airships with?
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on June 11, 2017, 02:20:44 am
Denser.  It sinks.  Especially because the wood was jungle wood.
Title: Re: Wands Race - [Moskurg]
Post by: Atomic Chicken on June 11, 2017, 02:43:28 am
All right, good to know. Considering how cheap adamantium is, I was going to suggest going for all-metal Alsamma Safinas, but I guess that'll have to wait until we get our lift and propulsion sorted out.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on June 11, 2017, 02:46:12 am
If we can propel ships magically, what's to stop us propelling tanks with the same magic?
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 11, 2017, 07:30:19 am
The fact that it's entirely wind-based magic that doesn't necessarily have any sort of ground utility?
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on June 11, 2017, 07:48:57 am
If we used Taricus's jet engine proposal, I think it would be quite feasible, especially if we did it hovertank style. (Modified carpets that are designed to take extra weight instead of go higher).
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on June 11, 2017, 08:07:42 am
I wasn't exactly proposing a jet engine, but sure? :O

We'd need a main gun for said tank though. Or just give it a flamethrower.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on June 11, 2017, 09:31:02 am
We could just use a ballista?

Or if we want to upgrade, how about a lightning cannon, where we use oversized Wands of Thunderbolt as "ammunition"?

It'll need a long, thin, solid barrel to project the lightning in a particular direction (imagine the inverse of a lightning rod), possibly with enchantments to encourage the lightning to go in a straight line rather than weird directions. The mechanism basically consists of a slot to place the wand in and an insulated housing for the cannon so it doesn't electrify the tank or crew. possibly with the additional capability of receiving a magazine of standard sized WoTs, to quickly switch the cannon from anti-vehicle to anti-infantry.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on June 11, 2017, 09:37:55 am
Why use a wand when we could just make it fire either holy fire or thunder? Saves effort on making ammo.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 11, 2017, 10:04:48 am
Why use a wand when we could just make it fire either holy fire or thunder? Saves effort on making ammo.
Because then the attending mage has to recharge it every shot. Whereas wands can be charged ahead of time, allowing the cannon to be fired more rapidly/with a less skilled mage running it.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on June 11, 2017, 10:07:35 am
Unless we had... say, a magical reactor. Or just used holy fire and some bellows.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 11, 2017, 10:10:37 am
Magical reactor's gonna take up more space than the ammunition would, and besides, what's fuelling the reactor?

I mean, I'm mostly just arguing for the heck of it here, I'm not sure a lightning cannon is a good idea. Better, I think, to go for coilguns.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on June 11, 2017, 11:55:57 am
Hm... Then I think we need to beat Arstotzka at their cannon game. With smokeless powder!
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on June 11, 2017, 03:01:02 pm
I'd actually prefer to go the fantastic route, rather than making the standard "modern and post-modern tech, but with magic". If I wanted that I'd go over to the intercontinental or interplanetary arms races.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 11, 2017, 03:06:49 pm
Hey, I feel you. But I think you should be telling that to the Arstotzkans. They're deploying modern artillery, we need something to compete with it.
...
Wait, hang on.

Spear of Allah can't be used at max range at the moment because it requires you to see the target you are hitting. Gosh, if only we had some way of seeing things that are far away. If only our literal starting school could let us do that.

We might not actually need to use artillery. A simple scrying spell + SoA might do the trick.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 11, 2017, 04:26:14 pm
Pie Eye In the Sky
Lets the user take a vantage point as if they were floating above the world, using our Divination magic to collect information about the present world. A mage using this spell is capable of communicating with others, or utilizing the Hammer and Spear of Allah. This spell requires some concentration, but not enough to interfere with instantaneous spells or actions, like talking or casting the Spear.

Alternatively:

Mind Trail
Using our new apprentice-training tool, two experienced mages can use long-distance communication so that a carpet rider or mage onboard an Alsamma Safina can show another what he can see, allowing for multiple mages to share the information through our other mind-reading spells, and thus call down precise blasts of lightning from far outside the enemy artillery's ranges.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on June 11, 2017, 04:52:17 pm
Design: Wrath of Allah [4, 5-1, 4]

For too long have we let Arstotzka deny the will of our god.  Allah commands the sky to fill with lightning, and our enemies think they can simply freeze his will?  No - the Wrath of Allah is an upgrade to our Storm Strike, Hammer, and Spear all at once.  Conjuring a storm still takes an entire day, but the skies do not clear for days unless we clear them ourselves.  Yes, these clouds may still belch snow and hail, but the righteous Lightning of Allah will not be denied by such trivial things.  Our lightning now arcs through the frigid winter air regardless, laying about with furious abandon.

Wrath of Allah can now be conjured by a single mage working alone over the course of a day, or several mages to join together and proportionally decrease the time required.  Lightning can now be cast in cold weather, though it still requires line of sight for both the Hammer and Spear.  Unfortunately, casting Storm Strike prevents the users from casting Clear Skies around them, and on occasion the spell will be interrupted by the very storm it conjures.  This can be avoided by having yet another mage standing nearby, continuously casting Clear Skies to prevent the caster from being interrupted.  The storm does not, unfortunately, dispell Arstotzka's cold advantage, or even convert the snow to rain.  The relatively long casting time and expense of the casting components makes the spell means it can only be cast by trained wizards and is Expensive.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 11, 2017, 05:03:31 pm
Alright then. Fours across the board. Can't complain.

For our revision, then. Consensual mind-reading, was it?

Share Thoughts: Based primarily on Detect Thoughts, these spells strips away some of Detect Thoughts functions: the spell can only be cast at close range- in fact, the target and caster must be touching for it to work. The spell can no longer overcome natural mental defences, requiring the target to actively open their mind to the caster. After these functions are removed, the spell is further refined, to make it even easier to cast.
The result is a spell with no combat use whatsoever. It is, however, a useful educational tool, which apprentices can cast to 'learn' from their teachers. This does not provide us with more apprentices, but it does speed up the training of apprentices into fully-fledged wizards.

Basically, we just make Detect Thoughts cheaper, so that apprentices can cast it.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on June 11, 2017, 05:19:26 pm
So apprentices turn into wizards faster? I can see the appeal.

On that theme though, I feel the teletalk wands can be improved:

Enhanced Teletalk - This comes in two parts. The first is a simple range increase so that our ships can finally reliably talk to one another, as well as regiment commanders on the battlefield. The second is binding teletalk wands to individuals rather than pairing them. This way each comms mage needs only one, personalised wand. Anyone who wishes to communicate with them just needs to focus on a recipient when they send the message. By intentionally not focusing on anyone, a user can also transmit to everyone in range.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 11, 2017, 05:27:19 pm
Well darn. Not bad. Might need to sink another design to make it ALL-POWERFUL, but that can wait until we explore the possibilities.

Hold on, lemme find the original proposal I had. I like my proposal, NUKE, more than yours (I'M BIASED! I admit it proudly ;)).

Alrighty: Here's the list of revision ideas I had:

Academy of Magic
Using our Detect Thoughts spells, worthy apprentices' thoughts are scanned. If they are found pure of heart and iron in resolve, they may then be granted early knowledge of how to use a new spell: Knowledge. This simple spell allows the user to touch the mind of a willing mage, who can impart knowledge through the mental link. The apprentice can learn only what the master chooses to share, it only needs to work over a distance of a few feet, and the spell cannot be sustained by an apprentice alone---the mage with which they are mentally conversing must help sustain the link, as it relies on the willingness of the subject. This greatly simplifies the spell, allowing even the newest apprentice to cast it, if only under the strict guidance of a master. Then they will use that spell to learn from the likes of al-Mutriqa and our Researcher Priests. This will greatly increase the speed of apprentice training, meaning that more combat-ready apprentices can be deployed to the front, and more mages will join our ranks every year. Apprentices who are not worthy, or whose thoughts contain hints of treason, revolt, or a lack of skill, will be put through a harder but more mundane training course. They will be indoctrinated properly, and brought to the level of skill necessary to fight.

But if we think that we first need to work out some ways of directing our lightning spells:

Pie Eye In the Sky
Lets the user take a vantage point as if they were floating above the world, using our Divination magic to collect information about the present world. A mage using this spell is capable of communicating with others, or utilizing the Hammer and Spear of Allah. This spell requires some concentration, but not enough to interfere with instantaneous spells or actions, like talking or casting the Spear.

Alternatively:

Mind Trail
Using this new version of Detect Thoughts, two or more experienced mages can link minds, using relatively long-distance communication so that a carpet rider or mage onboard an Alsamma Safina can directly show others what he can see, thus allowing them to call down precise blasts of lightning from far outside the enemy artillery's ranges. The spell does not interfere with concentration too much, which means that the mages participating can utilize the Hammer and Spear of Allah or flying the carpet.
Title: Re: Wands Race - [Moskurg]
Post by: Atomic Chicken on June 11, 2017, 06:04:34 pm
Quote from: Revision Votes:
(1) Academy of Magic (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482127#msg7482127) (aka Share Thoughts (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482103#msg7482103)): AC

(0) Eye In the Sky (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482127#msg7482127)

(0) Mind Trail (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482127#msg7482127)

(0) Enhanced Teletalk (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482120#msg7482120)

(Hope you don't mind Share Thoughts / Academy sharing the vote; they're practically identical aside from some fluff.)

Remember, aside from augmenting our mage training programme, the Detect Thoughts revision should also bring us one step closer to securing next turn's revision bonus if we update Hayat's curriculum to make intensive use of it.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 11, 2017, 07:30:12 pm
I don't mind. In fact, I think that's what NUKE was going for.

I'm going to wait and see if anybody has an arguments as to what comes first, as I honestly am not sure what to suggest, though I lean towards the Mind Trail idea to get greatest combat application immediately, although the Academy of Magic would be quite interesting to use in an effort to train the heiress...
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on June 11, 2017, 07:34:01 pm
Something I'd like to eventually get, is a Speak with dead spell, from that we can eventually start drawing up spells to pull our dead back into the land of the living, and eventually unleash ghostly hoards of men to Slaughter our enemies.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 11, 2017, 07:37:05 pm
Except that falls under the "dubious" category of fairness and balance, and is a field of magic we've not even got a SLIGHT step into yet. Necromancy is pretty much a no-no for Moskurg--we've played ourselves as the valiant, righteous religious hordes of the South, and we can't really change now just because necromancy would be powerful.

Also, necromancy is liable to have nasty side-effects. Like zombie apocalypses.
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on June 11, 2017, 07:46:58 pm
Ever heard of Angels? If we started with a Divination spell that would allow us to question the troops they Execute about what they saw last, and then move on to Asking Allah to provide us with Lightning, Charged to bring our men back down from Heaven to Continue fighting temporary, and finally finish off by Drawing the Souls themselves as (Practically unharmable) Men of Lightning, given wings of Flame... See where I'm going with this? Our men are dying to the Dishonorable means of the Arstoskans, Returning them life so they may go forth and die again with Honor this time would be a Massive Blessing (Besides that Seeing one's fallen comrades Get up for one last charge at the enemy lines, and later, Attack as Blessed Angels would likely improve moral).
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 11, 2017, 07:50:49 pm
Perhaps instead you would like to just enchant our men with spells that store and release huge amounts of electricity of death?

Combined with amulets or, preferably, tattoo-like markings of apparently holy symbols and such that protect our soldiers from lightning?


Actually, next turn's design: Permanent markings that protect the person they're applied to from the affects of lightning, via magically changing the path of the lightning. Doing this would allow us to advance directly under the cover of a full-bore hundred-mage-powered Wrath, fighting the dying Arstotzkans in a field suffering from the Hammer of Allah....Now I wish we had someone who could draw it.

Evicted, you appeared to have some talent with MSPaint or whatever it was you used way back in like turn 5. For old times' sake, can we have a picture of Moskurgers killing Arstotzkans in the midst of an unnatural lightning storm? Drawn during your copious amounts of free time.
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on June 11, 2017, 08:04:49 pm
Quote from: Revision Votes:
(2) Academy of Magic (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482127#msg7482127) (aka Share Thoughts (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482103#msg7482103)): AC, SMMI

(0) Eye In the Sky (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482127#msg7482127)

(0) Mind Trail (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482127#msg7482127)

(0) Enhanced Teletalk (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482120#msg7482120)

We need to snatch the Revision credit.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 11, 2017, 08:12:02 pm
Quote from: Revision Votes:
(3) Academy of Magic (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482127#msg7482127) (aka Share Thoughts (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482103#msg7482103)): AC, SMMI, Madman198237

(0) Eye In the Sky (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482127#msg7482127)

(0) Mind Trail (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482127#msg7482127)

(0) Enhanced Teletalk (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482120#msg7482120)

Good enough reason as any, I guess. Let's go.
Title: Re: Wands Race - [Moskurg]
Post by: Khang36 on June 11, 2017, 10:02:01 pm

Quote from: Revision Votes:
(3) Academy of Magic (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482127#msg7482127) (aka Share Thoughts (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482103#msg7482103)): AC, SMMI, Madman198237,Khang36

(0) Eye In the Sky (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482127#msg7482127)

(0) Mind Trail (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482127#msg7482127)

(0) Enhanced Teletalk (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482120#msg7482120)

For a design should we consider making black powder? We have experience in chemistry from our fire shells and with our admintine making our own cannons should be viable.
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on June 11, 2017, 10:48:59 pm
Quote from: Revision Votes:
(4) Academy of Magic (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482127#msg7482127) (aka Share Thoughts (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482103#msg7482103)): AC, SMMI, Madman198237,Khang36

(0) Eye In the Sky (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482127#msg7482127)

(0) Mind Trail (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482127#msg7482127)

(0) Enhanced Teletalk (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482120#msg7482120)
Quote
For a design should we consider making black powder? We have experience in chemistry from our fire shells and with our admintine making our own cannons should be viable.

Right now we need to counter their cold and start striking from other means of attack, or enhancing our bigger weapons. So weaponized Thunder, Night Attacks, Tunnelling, Scrying, anything you can think of that will turn this war into a new type of combat. I forgot about our Teletalk, it has potential I'm thinking.
Title: Re: Wands Race - [Moskurg]
Post by: Atomic Chicken on June 12, 2017, 12:56:19 am
For a design should we consider making black powder? We have experience in chemistry from our fire shells and with our admintine making our own cannons should be viable.

Whilst I agree that we definitely need to increase and diversify* our offensive potential, attempting to get started with cannons now is too impractical to be feasible, simply because our friends in Arstotzka have already spent ages perfecting their own cannons. We'd never be able to compete!

That said, making an explosive variant of our firestorm shells would certainly be useful.

*Lightning's fantastic, but what happens if they start constructing lightning rods to protect their encampments?
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 12, 2017, 04:17:19 am
Quote from: Revision Votes:
(5) Academy of Magic (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482127#msg7482127) (aka Share Thoughts (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482103#msg7482103)): AC, SMMI, Madman198237,Khang36, NUKE9.13

(0) Eye In the Sky (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482127#msg7482127)

(0) Mind Trail (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482127#msg7482127)

(0) Enhanced Teletalk (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482120#msg7482120)
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on June 12, 2017, 04:19:06 am
Quote from: Revision Votes:
(5) Academy of Magic (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482127#msg7482127) (aka Share Thoughts (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482103#msg7482103)): AC, SMMI, Madman198237, Khang36, NUKE9.13, Happerry

(0) Eye In the Sky (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482127#msg7482127)

(0) Mind Trail (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482127#msg7482127)

(0) Enhanced Teletalk (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482120#msg7482120)

For a design should we consider making black powder? We have experience in chemistry from our fire shells and with our admintine making our own cannons should be viable.

Whilst I agree that we definitely need to increase and diversify* our offensive potential, attempting to get started with cannons now is too impractical to be feasible, simply because our friends in Arstotzka have already spent ages perfecting their own cannons. We'd never be able to compete!
Personal opinion is that if we're going to move onto a new type of siege gun, we should utilize our lightning magic and go for the railguns. We already have the wands of lightning to serve as the power source...
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on June 12, 2017, 08:57:53 am
Things I want over the next some turns:

Improved Airships: They're basically our only military unit making advances.

Malleable Adamantium Properties: There's quite a bit of potential for advancements most everywhere.

Point Defense Lightning (which means advancements in Arty Divination Detection): Direct arty counter which is needed.

Eye In The Sky: Provides Intel as well as strike capabilities.

Improved Divine Desert Wind: Seriously, we need to kill their cold advantage.

If we get the revision credit, I'm thinking we Design EITS, Revise DDW, and Revise Airships. Without the credit, I'm thinking we drop the Airship improvements for another turn. Turn after that one, I'm thinking Design MAP and Revise Passive Arty Detection.
Title: Re: Wands Race - [Moskurg]
Post by: Khang36 on June 12, 2017, 09:21:21 am
Quote from: Revision Votes:
(5) Academy of Magic (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482127#msg7482127) (aka Share Thoughts (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482103#msg7482103)): AC, SMMI, Madman198237, Khang36, NUKE9.13, Happerry

(0) Eye In the Sky (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482127#msg7482127)

(0) Mind Trail (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482127#msg7482127)

(0) Enhanced Teletalk (http://www.bay12forums.com/smf/index.php?topic=163276.msg7482120#msg7482120)

For a design should we consider making black powder? We have experience in chemistry from our fire shells and with our admintine making our own cannons should be viable.

Whilst I agree that we definitely need to increase and diversify* our offensive potential, attempting to get started with cannons now is too impractical to be feasible, simply because our friends in Arstotzka have already spent ages perfecting their own cannons. We'd never be able to compete!
Personal opinion is that if we're going to move onto a new type of siege gun, we should utilize our lightning magic and go for the railguns. We already have the wands of lightning to serve as the power source...
My main concern with going for magic rail gun is that it will require mages to operate them and Astroska with their anti magic shells they will be able to suppress them as long as they can shell the general area. So i figured we could go for a non magic solution to not deal with that issue.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 12, 2017, 10:15:25 am
Alright, SMMI, here we go:

Improved Airships: Sure. Worthy of a design, I'd say. If we could bring expense down by not using the carpets and instead enchanting the hulls, we'd be in a good place.
Adamantine: NOT MALLEABLE! We want adjustable properties. Malleability refers to how easy a metal is to hammer into shape. But yes, definitely worth a design and revision. What can't you do with adamantine that is both cheaper, harder, stronger, and hotter/colder?
PDL: Heck no. How is this supposed to stop a cannonball? You're just going to superheat the dumb things and make them even deadlier. Not that they need any HELP doing that...
Eye: How about we start with the modified telepathy spells? Heck, we could revamp our Teletalk to make use of visual communications over long ranges too.
IDDW: Bad idea. I think that that spell has limited further use, and was poorly designed in the first place. I think that we ought to make a form of tower like theirs, capable of calling down continuous lightning around it (INDESTRUCTIBLE MOUNTAIN FORTS YEAH) and warming the air through the constant barrage of plasma. Even if unrealistic, it'd work, because MAGIC, SUCKERS!

First objective: Lightning-repelling enchantments on our men. Applied to entire armies at once by all the mages and apprentices working together, must last at least two days and be 100% effective. Well, 95%, anyway. 1/20 isn't too bad for the GLORIOUS MOSKURGIAN LEGIONS OF MANY MEN.
The lightning-repelling allows our troops to attack directly through the middle of a Hammer strike. Pretty much amazing, terrifying, GLORIOUS, and makes it almost impossible to kill them (Can't shoot if you're fleeing the lightning bolts and crazy horse-riding lunatics of death who are riding through the lightning storm without getting touched). Also, shock value.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on June 12, 2017, 10:48:03 am
Revision: Academy of Magic [1]

Well...it was an interesting idea, at least.

Sharing thoughts via our Mind Reading spell in order to expedite training was a clever application of our existing magic.  Unfortunately, it looks like it needs more work before we can use it. 

At the best of times, our apprentices just end up reading the surface thoughts of their teachers.  At the worst of times their brains are filled with a disjointed stream of consciousness that leaves their minds buzzing for a few days.

The mind reading clearly needs to be refined a bit more before we can use it in this way.  Part of the problem is that the spell is likely too complex for an apprentice to use easily in this manner.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on June 12, 2017, 10:48:28 am
Please vote on how you want to train your heir.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 12, 2017, 10:51:35 am
Why was Induce Zen a part of that???? It was ONLY supposed to be a direct revision of our Mind Reading spell. Induce Zen was not intended to be a part of it...at all.

And we didn't get a bonus to it, after decades of experience (Well, a few years, anyway, until they countered it) working with mind reading? Even in the purposefully-disadvantaged method that uses two mages working together (Well, one's an apprentice, I suppose) over a short range?
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on June 12, 2017, 11:05:56 am
Apprentices can't use Expensive spells, cancelling out the bonus.  And I tweaked it to reflect you didn't use Zen.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 12, 2017, 11:09:14 am
Hmm :/ That's a shame. Well, at least next time will be easier, right?

Anyway. Curriculum votes:
Quote
A varied education, overseen by al-Mutriqa (http://www.bay12forums.com/smf/index.php?topic=163276.msg7480588#msg7480588): (1) NUKE9.13
Does anyone have any other suggestions?
Title: Re: Wands Race - [Moskurg]
Post by: Atomic Chicken on June 12, 2017, 12:00:04 pm
Well, there goes our potential education advantage. At least the design rolls were pretty great.

NUKE, may I suggest the following modifications to your curriculum?
Spoiler (click to show/hide)
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 12, 2017, 12:23:02 pm
1) Can do. I added more references to al-Mutriqa training her, although not all the time.
2) Hmm :/ Thing is, we only have three Cheap spells. I figure that fluffwise, apprentices must be learning very basic forms of the magic they will later master- stuff with no combat potential, obviously. If they don't start learning to move puffs of air around, how can they ever work up to a full Gust of Wind?
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 12, 2017, 12:35:10 pm
Ultimate Diplomat ploy? Ambush-detecting, mind-reading...anything else? I'm thinking that those won't actually cut it for a full magical education. I think she should be educated in the proper functionality of a teletalk wand (Contact guards if under attack), use of a War Pegasus (Not Aladdin at all, what are you talking about???), and Wands of Thunderbolts. This gives her a means of transport, means of communications, means of self-defense, a warning spell, and a massive advantage in the diplomacy she will possibly have to undertake when we beat the Arstotzkans.

(Something about heirs now. Do I smell a succession crisis in the near future?)

Thanks for the answers eS. Maybe be more biased next time? ;)

I agree, Atomic. Definitely have a full year of one-on-one with al-Mutriqa.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on June 12, 2017, 12:46:59 pm
I think with al-Mutriqa and her clearly powerful magical ability, we should be able to fast track her into a few of our expensive spells.

Although this does make me wonder what on Forenia we have our apprentices doing the whole time.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 12, 2017, 12:51:10 pm
I think next turn we revise ourselves a magical training program and find out.

That said, I'm assuming that it takes roughly a full year to train an apprentice to full mage. Even if it doesn't, like Kashyyk said, we can probably do it anyway using al-Mutriqa as our handwavium.
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on June 12, 2017, 02:15:55 pm
That's....frustrating. Can we get a new die? This one rolls too many 1s.

I think we're all about agreed on an edited verison of Nuke's purposal.

evictedSaint: Can you provide information on where and when bonuses to spell rolls apply? We got +1s all around for an earlier Divination spell due to our book, a +3 on the Lightning revision when our earlier attempts got no bonuses at all afaik, and an attempt to simplify a spell type we have decent experience has no bonuses at all. It would be appreciated if we were able to know how this all works. Does our Book of Divination provide bonuses to Divination revisions? Do Mind Reading related spells count as Divination?
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on June 12, 2017, 02:25:17 pm
You get bonuses if you:
- have tried it before.
- have experience in that field.
- are doing something simple.
- have cheap material/spell components that compose it.
- are combining things in a way that makes sense.
- are doing the next natural progression of your existing magic.
- have a bonus to that type of material/magic.
-you do something within your starting school of magic.

You get penalties if you:
- haven't tried it before.
- have no experience in that field.
- are doing something complex.
- have expensive material/spell components.
- are combining things in a way that don't really go together.
- are doing something ambitious.

This is not an exhaustive list and is subject to being overruled if deemed necessary.
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on June 12, 2017, 02:44:05 pm
May I ask in what ways the simplifying and restricting of an existing spell that we have revised before, as well as having an existing item that allows magic users to mentally communicate with each other, are something we haven't tried before, have no experience in, is considered complex, involve expensive materials, are combining things that don't go together, or is considered ambitious?

I don't have the proper words to deliver the tone I am aiming for, but I don't mean to criticize you or to appear salty, I just want to understand the process so I can better suggest items to be voted on. It's just a game, but it's one I would like to understand properly.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on June 12, 2017, 02:55:24 pm
You're trying to do something pretty complex in a revision - build a school and train apprentices to wizards faster.  You have some tech that you can use to do it, but a lot of it is expensive and outside the capabilities of your apprentices.

I'll be honest, a lot of this is a judgement call.  I decided you had enough prequisite tech to try it with no penalties.  If it had worked, it would have pissed Arstotzka off because they spent both a design and an expense credit doing what you guys just attempted. 
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 12, 2017, 02:55:50 pm
All the knowledge!
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 12, 2017, 03:04:36 pm
they spent both a design and an expense credit doing what you guys just attempted. 
I knew it. I knew that was too ambitious for a revision. That's why my proposal just talked about the spell, not making a school. Shoulda argued my case, I guess.
...although, if we'd rolled well, we'd be sitting pretty. So I guess it wasn't the worst idea.
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on June 12, 2017, 03:26:17 pm
Understood, thank you very much. Though it might not be the best that you shared such information with us about what Arzty is doing.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on June 12, 2017, 03:30:57 pm
Considering they did it more than a decade ago, I'm not really revealing state secrets.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 12, 2017, 03:48:19 pm
How long ago did they invent their cannons?

Because that'd explain the surplus of apprentices---crewing boilers and ships, spotting, running cannons aplenty...We'd better work this out next turn, I'm afraid.
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on June 12, 2017, 05:05:57 pm
By the numbers, I think they're going to achieve the revision credit. Make sure your plans are adjusted for that. And remember to not got salty, cause this is just the way the cookie crumbles.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on June 12, 2017, 05:15:42 pm
Both sides have an equal chance to win, smmi.
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on June 12, 2017, 05:20:51 pm
Cool! In retrospect I can see how my previous statement looks a bit salty, but it's honestly a sincere "hey guys we got bad dice luck, so don't get too worked up about things". Nuke's purposal is quite nice so I'm confident of a shot at things, but I think I've unnecessarily tried to avert salt ahead of time, so I'll just pull back on that now.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on June 14, 2017, 10:16:15 pm

Combat for 939

Arstotzka is working on something secret and mysterious for their design, but it's not quite ready yet.  For their revision, they make their cannons out of crystal in order to combat Moskurgs growing lightning advantage.  The cannons can survive getting hit, usually, but may not hold up well to multiple strikes.  More delicate crystal structures, however, are likely to suffer from the first strike.  This crystal effect also applies to their steam engines, which are now made of crystal as well.

Moskurg develops (to everyones surprise) a new weather spell that affects their lightning.  Named the "Wrath of Allah", the spell fails to distort the winter storms into warmer weather, but does allow lightning to be called down despite the snow.  Their revision turned out to be a bit harder than they expected, and will not be making an appearance this turn.



Moskurg hits hard this turn.  The jungle is the first place to see the effects of their new spell and just how powerful a naval advantage is.

For the first time in three decades, one side has actually managed to land troops behind their enemies lines.  With enough coastal ground gained, Moskurg can safely use their fast-moving Sirocco's to deploy troops far up the coast to flank Arstotzka troops.  The glowing ships are very visible at night, so the crews generally paint the Adamantium black with tar.  This makes many soldiers nervous that they may be blaspheming the holy metal, but our mages assure them that it's fine and there's nothing to be concerned about.  The landings occur in the snow, which isn't unusual for the jungle at this point - what is unusual is the fact that when the two sides join in combat, pin-point lightning strikes down from the heavens to fry Arstotzkan troops.  The Spear of Allah, which has been unusable for two decades, finally sees use in danger-close situations with enemy troops.  Mages standing aboard Alsamma Safina's high above have a clear vantage point of the carnage below, and much like mighty Allah himself they are free to pick-and-chose their targets...so long as they can see them.

Arstotzka makes good use of their artillery, when they can.  Landing ships are bracketed with artillery fire, but the lack of explosive ammo means they must hit the target dead on.  A single HA1 shell will sink Sirocco, but the cannons rely on mass-firing solutions and flare-based spotting (which also helps defend against night landings).  Their HAC-1's are good for defending at closer ranges, but the slow rate of fire means the gap can be closed before enough Moskurg soldiers can be killed to make a difference.  In fact, the debilitating cold weather kills more Moskurgers than the HAC-1's (if you don't count carpet-bombers shot down by sharp-shooters).

Being able to finally use their lightning after multiple decades of absence has certainly been a boon to Moskurg, and combined with their naval advantage they manage to push Arstotzka back a section of jungle.

Moskurg gains a section of jungle.

The mountains likewise see pushback.

The new crystal cannons are nice and shiny, even if they are a bit bigger.  Crews quickly get used to firing them with no real penalty to the switch over.  Artillery emplacements in the mountains are still subject to Moksurg carpet-bombers, but the fact that a bomber must loiter and strike an emplacement multiple times means a nearby HAC-1 gunner has plenty of time to line up a shot on the completely undefended rider.  War Pegasi riders mostly give up on trying to strike down and disable the cannons, instead going for crews instead.  Their airships must likewise hang back, but all they need to cast from their deck is line-of-sight with their target.  They can't get close enough to the emplacements to cast the more accurate Spear of Allah, but the Hammer strikes indiscriminately around the mountain.  Blasted rocks hiss as snowflakes land on their charred surface, and Arstotzkan soldiers hunker down and pray that they don't get smited by the divine will of Moskurgs God.  Castles are a bit harder to displace, but non-stop lightning strikes and carpet bombers buy ground troops time to get close enough to storm the gates.  Crystal Caltrops, Firewalls, PSF's, and  HAC-1's do a decent job making life difficult for ground troops, but Moskurg eventually prevails secures a foothold in the Mountains once more.  Their men are still dying from cold and artillery strikes, but at least they're not being struck by lightning constantly.

Moskurg has gained a foothold in the mountains.  Arstotzka loses their metal bonus.

Again, the plains see Arstotzka pushed back and Moskurg regain a section of the flatlands.

Moskurg lands behind Arstotzkan lines, Moskurg mages fry Arstotzkan troops, and Arstotzkan guns smash ships and men alike.  Had Moskurg not been able to put out their lightning again, or gone without their naval advantage, it would have been a close match up - Arstotzka's artillery is much more powerful here, and there's no tree cover for fliers.  But as it is, Arstotzka gets pushed back and loses a section of plains.

Moskurg gains a section of the plains. Arstotzka has failed to hold it for a year and will not gain the plains bonus.


With Arstotzka pushed out of the Eastern and Western Seas, most of the fighting ends up occurring in their home waters.

Their engines see a more profound effect from their new crystal structure than the cannons did.  Rather than exploding in a critical, devastating ball of steam and twisted metal, the engines usually are just knocked off-line when struck.  The crystal is thicker than the metal walls were, and more brittle, but it conducts electricity without melting and forming a weak spot.  The worst effect is when the few remaining metal components are destroyed like the turbine fan and a few valves and gears, but those can be easily replaced.  The nickel circuits don't slag and run out of the engravings like gold used to, so a Crystalclad can usually survive being struck by lightning once or twice before a crack becomes too critical for the self-administered microrepairing to fix - but the on-board apprentice can usually patch that before it's too late.

What's more devastating is the fact that the crew is forced inside by the lightning strikes, meaning they can't man the cannons without risking being struck by lightning.  Without a way to fight or flee, they're easy prey for Moskurg ships.  It takes a lot of work to sink the ship with the ballista, but eventually enough bolts in the same spot will start a crack that propagates throughout the hull.  It's not as much of a one-sided fight as it was last year, but Moskurg manages to maintain the upper-hand on the seas and push their control further north.

Moskurg gains a section of the Northern Sea.
 

Revision Credit!!!
Spoiler: Moskurg: Hayat Salbi (click to show/hide)


Both sides call their Master Wizard from the front-lines to train their heir.

Hayat Salbi, daughter of the late Queen Sofia and Sultan Salbi, is trained personally by al-Mutriqa.  Her education delves mostly into the theory behind magic, building the foundation for future growth.  She is trained in meditation, physical strength, Divination theory, the effects of the Tubikh Rrahim, and lots of prayer.  For actual spells she is educated in how to use Gust of Wind and the Wand of Thunderbolts, which her teachers insist on limiting her progress on - she quickly grasps the knowledge of how to fire off lightning bolts and fry targets with surprising accuracy for an Apprentice-level mage.  She takes to flying on the War Pegasi easily, and to no-ones surprise becomes one of the best riders in the kingdom.  She names her personal War Pegasi "Queens Will" to match her eventual ascension to queendom.  Much harder to learn is the Gust of Wind and Mind-Reading spells, which due to their expensive nature are difficult to grasp.  She makes surprising progress though, and at the end of the year can - with great difficulty - cast both spells.  Because her training includes physical training, she also grows to be quite the warrior.  Acrobatic and fast, she periodically performs daring stunts on her War Pegasi over the city, such as balancing on one-hand on the very end of the rolled-up carpet.  Despite scaring her handlers, she lands safely and with a round of applause from al-Mutriqa.

Bjorn Lodbrok, son of King Lodbrok, is likewise trained personally by Myark.  His education is one part formal and two parts informal; he begins at the Arstotzkan Academy of Adequate Apprenticeship and goes through the same rough, rudimentary training that all apprentices go through.  From there, he's taken up by Myark for a more hands-on training.  His education largely consists of the fundamentals of magic - how it works, what's known, unknown, and how to manipulate it.  He gains the rank of Mathemagician by the end of the year, having barely managed to gain the necessary knowledge to earn the title in time.  Unlike his father, Bjorn is smaller, skinnier, and grasps magical concepts much more quickly.  He takes up the Fireball spell easily, as it's in his blood as an Arstotzkan.  He also learns the rudimentaries of crystal-casting and falconry, and gains a pet falcon that he promptly names "Reckless Effect".  Everyone agrees that it is a cool name, and is very fitting.  His training extends into the Tower of Frost, but unfortunately not enough time is spent there to learn how to power it himself.  He does get plenty of training using the cannons and trains, and by the end of it all he's quite tired of being used as a living battery, but at least understands the use and tactical effect of the equipment the side uses.

Hayat is ultimately frustrated, feeling like she wasn't being taught enough and that she was being coddled.  She performs her daily prayers in the morning, noon, and evening, but does so with little apparent enthusiasm.  Her tutelage under al-Mutriqa sees her begin to adopt his rather unhinged love of chaos, if not his fervent religious faith.  Towards the end of the year of her training she is absent several times from her prayer and training sessions; each time Queens Will is missing from the stables.

Bjorn ends up being frustrated as well, feeling as though the many mages in Arstotzka are being underutilized as batteries.  He is interested in magegems, but they ultimately are not included in his training.  The train ride proves to be his greatest test, powering a steam engine for long periods of time without getting bored.  The trip to the mountains proves to be disastrous, as Moskurg makes an unexpected incursion up the slopes.  He is nearly killed by a Moskurg carpet-bomber, but Myark manages to save the young princes life before pulling him further north to safety.  Myark seems to have rubbed off onto Bjorn, as the berserker periodically flies into a blind rage for one reason or another.  Myark adopts his own brand of fury, but a different one - cold and deadly.

Ultimately, both sides train their heirs rather equally.  Bjorn ultimately learns more, but most of the training involves powering devices rather than the fantastical feats of magic mages are known for.  Hayat learns a little less, but her training proves to be a bit more practical and useful on the battlefield. 

Both sides gain a Second Revision this turn.



It is 940, the Design Phase.

Spoiler: State of Forenia, 940 (click to show/hide)

Spoiler: Moskurger Spells (click to show/hide)



Behavior Rules.  Please Read.
Spoiler (click to show/hide)
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on June 15, 2017, 02:51:09 am
Alright. That is looking way better.

Quick post as I'm in the phone,  but I think we should make our ammunition explosive in response to their fire proofing.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on June 15, 2017, 04:35:46 am
I'd prefer to do a warming spell, either better winds or Heat from Hell, because the part where our armies are freezing to death is one of our biggest troop killers and keeps being called out as a thing that is hurting us badly. And then spend another revision on education.

Quick post as I'm in the phone,  but I think we should make our ammunition explosive in response to their fire proofing.
Don't we already have explosive shells with our fire ammo? We don't need explosive shells, we need armor piercing, negating, or bypassing shells.

If we want another shell, I'd prefer to try to make a sonic spell and see if we can get a Shatter (http://www.d20srd.org/srd/spells/shatter.htm) effect going.
Title: Re: Wands Race - [Moskurg]
Post by: Atomic Chicken on June 15, 2017, 04:40:17 am
That was fantastic! Looks like we've got ourselves another good fighting chance!
The cold needs to be dealt with asap. Also, I propose keeping the Arstotzkans on their toes by striking them with a new offensive spell:

Design idea:

Zephyr of Allah

Mastery over the winds is a deeply-rooted aspect of Moskurg's identity, having been heavily utilised in all theatres of war since our first forays into the divine arts. Our prowess in storm manipulation remains unparalleled, and the advent of Divine Desert Winds saw us moving air in larger bulk volumes than ever before, together with learning how to do so without damaging our own infrastructure. Now it's time to take all we have learnt and move one step forward. Zephyr of Allah is a new WMD weather spell through which our mages hope to mimic the devastating torrents which are known to have struck our lands in times gone by. Elaborating on our airflow manipulation techniques, we aim to unleash a controlled tornado upon the enemy, crippling opposition at land, sea and sky.


Revision idea:

Thermogenic Adamantium

(Adapted from earlier discussion.)
One of the most wondrous properties of our divine metal is its ability to maintain a constant temperature irrespective of its external environment. In an effort to combat the frigid inhospitality of the Arstotzkan-tainted battlefields, our Researcher-Priests have begun experimenting with the adamantium summoning process with the intention of learning how to modify the set temperature of the metal before it is brought into existence. The immediate significance of this revision is its implications on armour. Once mastery over the temperature-setting process is accomplished, we will be able to outfit our troops such that they will always be kept at optimum Moskurger operating temperatures, vastly increasing our efficiency irrespective of the ambient temperature at the fronts. (In other words, warm enough to negate the effects of the Towers of Frost and grant us our own temperature bonus. Made possible since we're directly heating the individual, as opposed to the whole theatre.)



Successfully developing the Zephyr will cement our naval advantage (sufficiently powerful waterspouts are known to have capsized even modern cruise ships on occasion!) and ensure we have a backup weapon in case the Arstotzkans continue reinforcing against lightning strikes (which is likely, given the effect they had on our last battle).

Although I would have liked to devote a design to gain control over all of adamantium's properties, as was last proposed, I feel that it's unnecessarily ambitious at this point, and the additional advantages would not be immediately exploitable. Personally, I feel that achieving temperature control via revision gets the job done whilst freeing up the design space to reinforce our existing advantages.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 15, 2017, 04:45:57 am
Woah. I did not expect us to reclaim a section of mountain this turn. Jungle and plains, sure. But mountain as well?
...honestly, I though we were done for. But we've turned things around!

I think we should spend either the design or a revision on a spell to counter the cold. One of the revisions we should spend fixing last turn's revision. The third development... magnets? Eh? Anyone? No? I'll show myself out.

E: Actually, I think AC has it right. Dealing damage with non-lightning spells is important, lest the Arstotzkans start wearing faraday cages that make them immune to lightning develop an actual way of protecting themselves against lightning. And modifying the temperature of Adamantium is a solid idea that I've advocated before.
Consider my vote to be for Zephyr at the moment.
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on June 15, 2017, 06:02:10 am
I want Night Vision, Eye In The Sky, and Airship Improvements.

But the Zephyr is something that should prove fairly powerful as well as accounts for their beginning to pursue Lightning Defense.

Quote
(3) Zephyr of Allah:Atomic Chicken, NUKE9.13, SMMI

Revision wise, I'm thinking we do Thermal Adamantium and Airship Improvements? They're going to start making specific accuracy upgrades soon for their arty as it only takes one solid hit to kill it.
Title: Re: Wands Race - [Moskurg]
Post by: Atomic Chicken on June 15, 2017, 06:44:57 am
Revision wise, I'm thinking we do Thermal Adamantium and Airship Improvements? They're going to start making specific accuracy upgrades soon for their arty as it only takes one solid hit to kill it.

I'm all for improving our airships, though finishing off last turn's academy stuff would also be nice. What exactly do you have in mind for an airship revision?
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on June 15, 2017, 07:37:25 am
Either specifically armor improvements, so they can better tank, or speed/maneuverablity improvements so they can go further and faster. Both would be excellect but we need to get Thermal Adamantium or some sort of cold counter online.

Actually, why not lower the expense of them? We make Airship Construction Yards, streamlining the enchanting and construction aspect of them. If we got them down to Expensive, that would make fantastic gains all around, and then next turn we could see about improving them in a different way if we so chose.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 15, 2017, 08:31:06 am
Guys, hold up on voting. I have a few ideas ideas that will likely change things for the better:

Shield of the Righteous
This spell is a wonder, even of magic. A soldier under the protection of this spell is marked with the symbol of lightning from a storm, and cannot be touched by it. This spell is capable of protecting entire squads from the effect of our lightning. It allows the Hammer to be used continuously in combat. Our soldiers can charge through the blinding flashes of lightning without issue, reaching Arstotzkan positions in numbers for the first time since the dominion of artillery began.

---Basically, the above spell allows us to literally fight them in the midst of a rain of death from above. It will blind their apprentices and artillery operators to the approach of our troops, who, until now, couldn't do that. We'll destroy their morale and also kill them in droves.

Crystal Solvent
Using our staves of Tubikh Rrahim and crystals left behind on the battlefield after combat, we devise a new version of the staves, capable of dissolving the crystals rapidly, and at ranges that can stretch from an Alsamma Safina to the enemy's cannons when holding position out of their line of fire. Arstotzkan crystal is not properly summoned, as they are heathen infidel barbarians with no cultural appreciation for Allah, so their crystals shall be easily dissolved by our greater magics. We will call down the strength of Allah and destroy their will to fight, as well as their weapons and armor and cannons and ships and all the weapons of war they depend upon. None shall stand.

---I think you guys can see the IMMEDIATE applications of this technology. I actually think our turn should look like this, and this is what I'm voting for:

DESIGN:
Crystal Solvent (Getting Rid of Crystalline Crap)
Revision 1:
Fix Crystal Solvent if necessary (Hopefully not)
OR
Work on lightning protection (Manipulating lightning is something we're experts at)
Revision 2:
Work on lightning protection. If we already have a functioning version, then we make it either cheaper or longer-lasting, whichever needs to happen more. Remember: Longer-lasting means it can be applied to


If we do this, next turn we'll be able to advance under the literally blinding cover of the Hammer, fight the inferior Arstotzkan infantry hand-to-hand again AS THEY GET STRUCK BY LIGHTNING, while DISSOLVING their cannons and ships. We'd be unbeatable. If we just do Crystal Solvent, THEY CAN'T BEAT US. Even if we spend the entire turn developing it, we'd end up being capable of destroying their armor, weapons, AND CANNONS, AND SHIPS.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 15, 2017, 08:45:29 am
Hmm. We had crystal-dissolving magic before, but they countered it. What's to stop them countering it again? Also, what if their crystals are 'properly' summoned, and are basically like  our Adamantium? Or would your magic dissolve Adamantium as well?
...also, it's kind of cheap. "We dissolve your crystals" "We make our crystals dissolve-proof" "Oh yeah? Well, well, we dissolve them more!"

The lightning-proofing I like. I'm not 100% sure it would work out the way you intend, but it would definitely let us use it during skirmishes, which would be a boon. I think it would require a design to do, though. We don't really have a similar spell to revise into it.
My main problem with it, though, is that they are probably working on defences against our lightning even as we speak. I mean, lightning won us all three fronts this year. If they counter it, things go back to how they were before (with us losing)
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on June 15, 2017, 08:46:58 am
Four fronts. All of them.
Title: Re: Wands Race - [Moskurg]
Post by: Atomic Chicken on June 15, 2017, 10:28:53 am
Four fronts. All of them.
Must've been quite the celebration back home!

Crystal solvent
This sounded great initially, but I've got to agree with NUKE here. Crystal's practically their major domain at this point. The impact caused by such a weapon could be phenomenal, but there's no way they'd go more than a turn without figuring out how to counter the effect. (What would be truly fitting would be if we managed to deploy them right before invading their capital!)

The Zephyr, on the other hand, is a whirling column of wind; which falls entirely under our domain. As far as we know, the Arstotzkans have no straightforward means, magical or otherwise, to deal with it directly, meaning they'd be forced to at least put some effort into coming up with a solution.
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on June 15, 2017, 10:36:05 am
As talked about over on the Discord (https://discord.gg/6AJ8FJx), I like the idea, but it needs something to back it up sufficiently, and shoring up our weaknesses will allow for it to have devastating effect.
Title: Re: Wands Race - [Moskurg]
Post by: Khang36 on June 15, 2017, 11:11:20 am
I'd prefer to do a warming spell, either better winds or Heat from Hell, because the part where our armies are freezing to death is one of our biggest troop killers and keeps being called out as a thing that is hurting us badly. And then spend another revision on education.

Quick post as I'm in the phone,  but I think we should make our ammunition explosive in response to their fire proofing.
Don't we already have explosive shells with our fire ammo? We don't need explosive shells, we need armor piercing, negating, or bypassing shells.

If we want another shell, I'd prefer to try to make a sonic spell and see if we can get a Shatter (http://www.d20srd.org/srd/spells/shatter.htm) effect going.
If we are making an AP shot we will need to version of admintine that is more heavy/ denser to give it the wieght to punch through their gem armor. Fortunately since they are using crystals for armor punching a hole in it shoud shatter a large area of it.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 15, 2017, 11:40:11 am
Alright, so, there's a lot of disagreement, but the reasoning behind anticrystal is this: If they could stop it, that'd be cool, but what would it entail? They'd probably have to burn the turn to do it.

Whatever they're doing this turn, we can be 90% guaranteed it will have something to do with their overused crystals, OR will be magical in order to stop our lightning from killing them all. So we counter THAT before it happens. Doing so will allow us to push them back for another turn.

The other options might, if we're lucky, stalemate everything for a turn. We don't want a stalemate. Keep them on the back foot. If they revise their crystals to be more stable yet again, we can already have a counter in place.

Perhaps we'll have a tornado that zips through their lines taking out cannons and men and deflecting cannonballs. But I don't want a tornado this turn, because it won't be as effective.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on June 15, 2017, 11:43:26 am
Since we gained so much this battle we can use this safespace to get our behind the war tech up again.  If we spent the design on that airship construction yard chances are we can withstand on many battlegrounds. So I would go for the Construction Yard as design, then revise it if necessary, then revise our School Idea. If we succeed we should gain a boost in airships as well as mages.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 15, 2017, 11:49:48 am
We can't, though. We can't afford the chance that they'll develop some spell or piece of equipment capable of nullifying our storm control. If they do, we're even worse off than where we started. But if we go antimagic NOW, we'll have even more time. Because we KNOW they'll have to restabilize their crystals. We KNOW they'll do that immediately. They've got no chance, otherwise. But this turn, WHO KNOWS? What's their secret project? Did they roll poorly, or is it so big they needed two turns regardless?

Antimagic is the BEST way we have of saving ourselves. It will buy us the time we need, because we know what they'll do. We don't know now, yet for the first time in the war, we can use one turn and know EXACTLY what they'll do in response.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on June 15, 2017, 11:50:51 am
Wands Race now has a discord! (https://discord.gg/wzakWFT)

To join, you need to post in the Deployment Zone with your preferred side.
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on June 15, 2017, 12:23:51 pm
I mean, the Construction Yard could get us Cheap Airships if we roll well. I cannot think of a single thing they could do to immediately stop that or make it not an effective tactic.

Can anyone think of things against it?
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 15, 2017, 12:26:03 pm
If they go serious antimagic they could down the things with their newly-improved artillery?

If they take out our lightning advantages the airships will be almost useless, save for Firestorm shells, and the airships can't get close enough to drop those. Basically, airships are COOL, but we need a basis for deploying weapons off of them. These weapons are magical, and happen to consist of lightning.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 15, 2017, 12:35:49 pm
I mentioned it in the Discord, but I think the crew requirements increase the cost of airships as much as construction does. We just don't have enough mages to crew Expensive airships.
Also, quality is important. As it stands, our airships are of limited use. A revision to increase their speed would likely give better results than making them cheaper.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on June 15, 2017, 12:41:22 pm
A potential design that I came up with on the way home:

Post-cognitive Reverbramancy
Our current reverbramancy attempts to predict near future events, worthwhile knowledge but only useful in a tactical setting. By looking in the other direction down the temporal thread, we see not that which is about to happen, but that which already has. Generals must still have strategy meetings before a battle to allocate their troops. Supply officers must still plan logistical routes to keep the army fit. By deciphering the threads woven into the past, we can learn the military decisions an enemy general has made after they are agreed on, but before they are enacted.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 15, 2017, 12:46:18 pm
Quote
(3) Zephyr of Allah:Atomic Chicken, NUKE9.13, SMMI
(1) Crystal Solvent: Madman198237

I think that this is the best way too buy ourselves the time we need. We don't have it right now. They could do anything this turn, including unveiling whatever happened last turn. Also, even if this only functions for a single turn, we can ruin them for it. Especially because if their crystals stop working, we know EXACTLY what they'll have to do in order to not lose: Fix their crystals. So we can act based on a known action. We won't even have to spy to know exactly what they're planning!
Title: Re: Wands Race - [Moskurg]
Post by: Atomic Chicken on June 15, 2017, 02:43:07 pm
Quote from: Design Vote Tally
(2) Zephyr of Allah: NUKE9.13, SMMI
(2) Crystal Solvent: Madman198237, AC

All right Madman, you've managed to convince me that your course of action makes more tactical sense. Postponing my Zephyr vote to next turn unless convinced otherwise or something urgent comes up. If anything, it'll probably be easier to extend the range of our staves compared to designing a new spell. I only hope this plan doesn't backfire horribly and leave us stranded with negligible offensive potential (to be fair, this is probably just as likely to happen with bad rolls in the tornado spell).
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on June 15, 2017, 02:45:25 pm
Quote from: Design Vote Tally
(2) Zephyr of Allah: NUKE9.13, SMMI
(3) Crystal Solvent: Madman198237, AC, Crazyabe
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on June 15, 2017, 02:46:41 pm
I don't think that spending a design to force them to spend an action on something we know is particularly beneficial. If we could do it with a revision I'd be more inclined, but I have this horrible fear that it'll be just effective enough to work, but simple enough to counter with a revision, which will be a net negative.

Quote from: Design Vote Tally
(3) Zephyr of Allah: NUKE9.13, SMMI, Kashyyk
(3) Crystal Solvent: Madman198237, AC, Crazyabe
Title: Re: Wands Race - [Moskurg]
Post by: Atomic Chicken on June 15, 2017, 02:55:34 pm
I...didn't think of that. Well then, breaking the tie again. Sorry Madman.

Quote from: Design Vote Tally
(4) Zephyr of Allah: NUKE9.13, SMMI, Kashyyk, AC
(2) Crystal Solvent: Madman198237, Crazyabe

How feasible would it be to extend their range in a revision?
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 15, 2017, 03:15:16 pm
No, it's not.

They won't risk a revision to counter it.


We'll be destroying them. They'll almost certainly spend the design, because of the sheer panic involved in "They just killed everybody, because we lost our weapons, armor, cannons, and ships. What now, engineers?" We'll have PERFECT KNOWLEDGE of their actions for the next turn. We do NOT have a tactical or strategic advantage right now. And it's not about extending range of the staves, but rather about invalidating every single piece of equipment the Arstotzkans regularly use. We can keep them on the back foot. We'd literally be taking our divination magics out of the game---know what your enemy will do, know how to beat him when he does.

HOW is the Zephyr going to kill them? CAN we get the same effect with a revision? I'd even say that with two revisions we can make both. Spend the design on the more powerful Crystal Solvent and then revise our winds/Wrath of Allah to include controlled tornadoes.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on June 15, 2017, 06:12:18 pm
It seems like Zephyr of Allah is winning.  Unless that changes soon, I'll roll up the design for it.
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on June 15, 2017, 07:10:38 pm
There's a bit of debate going on, a new anti-magic design may be going on soon
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on June 15, 2017, 07:17:03 pm
Alright, one more hour.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 15, 2017, 07:51:52 pm
NEW DESIGN:

Combining the best elements of all arguments and discussions so far, this design gives us sustained advantages over many turns, while giving us a basis for one turn of complete victory in the near future. Also, should be easy enough that barring incredible bad rolls, we'll be able to revise adamantine and do something else as well.


Staff of Tinkering
This refined version of a Staff of Tubikh Rrahim is much less shiny, much more stealthy (It's wrapped in a black cloth). It does not glow, nor is it bright white. What it is, however, is practical. Using this staff, an experienced mage can block out magic in a set area without affecting friendly magics (By shaping the antimagic around them, as is done now). The genius, however, is that, with focus, the user can make the bubble of antimagic permanently damage enchantments. Magical enchantments tend to be durable things, surviving periods of time cut off from the magic of the universe. However, this staff draws on cleansing powers drawn from heaven, and damages them. In mostly painful ways, though the effects are hideously random with no guarantees given or expected. The intended targets are the Arstotzkan falcon's gems of antimagic, and the magical batteries they so often use for engines and cannons. The enchantments will not merely fade, but rather they will be changed in unpredictable ways. Even the caster does not know what they might do, only that they won't do what they are supposed to.

This uses the same principles at the Wrath of God design revision, and is less complex than the anti-Crystal design. I'm fairly certain that this can be done in this one design while allowing us to also use the revisions to advance other areas.~~~SMMI, via discord

Basically, this one aims to disable enemy magic as per usual, but have the added fun of disabling enchantments through messing with them. So the next time the mage attempts to charge the battery, it will probably explode.
Or, y'know, turn into a chicken with crystal ribs or something. You never know. It's like having a few hundred copies of Wabbajack, except slightly less random and slightly more Forenian.

Quote from: Design Vote Tally
(3) Zephyr of Allah: NUKE9.13, Kashyyk, AC
(1) Crystal Solvent: Crazyabe
(2) Staff of Tinkering: Madman198237, SMMI
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on June 15, 2017, 09:12:26 pm
My read on the new anti-magic is that it's much more likely to succeed than the anti-Crystal, and if certain aspects of it fail then other aspects should work just fine. Plus it's a step up to allow for a more likely Crystal Solvent.

I feel like this is a good compromise between wanting better actionable anti-magic and wanting a new attack spell. Presuming decent success, it should allow us to continue pushing, or at the very least attempt to counter any anti-Lightning measures they come up with.

I still want our revisions for the Adamantium and the Airships, but this is a solid defensive and offensive design that should allow us to counter pick their attempts to stop our designs with a focused revision on that particular attempt. Next turn, we should be able to make more attack spells with the confidence that we'll be able to halt or limit enemy advances fairly easily.

Or next turn, we could look into more defensive options again. There's worlds of Divination we haven't explored, and all sorts of Weather that we haven't taken advantage of.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on June 15, 2017, 10:23:29 pm
Designs locked. Zephyr it is.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on June 15, 2017, 10:34:08 pm
Design: Zephyr of Allah [1+2, 4+1, 4+1]

Controlling the air is trivial, at this point.  Therefore, making air that goes in a circle is also trivial.

Zephyr of Allah is an attempt to use wind offensively for the first time.  Based on a phenomenon witnessed during our campaigns over seas (tornadoes are not native to Forenia) our mages attempt to recreate the stories of wind that swirled about in a powerful, destructive tube of air.  The result is...well, a tornado.  Able to be cast by one mage (assuming he stands still and concentrates) the wind will gust up and coalesce in a single tornado over the course of a minute or so.  It's enough to stagger men and frighten horses, and it will pick up small stones or tree branches and whip them around.  It's not terribly lethal, though - the intensity is about equal to what we can do already with a regular Gust of Wind, although centered around a point.  A mage can keep the tornado going by himself out to Extreme Range, regardless of his line of sight.  Beyond that the winds fall apart and the tornado dies.

Due to the inherent danger of casting a tornado while airborne, our men cannot safely cast from War Pegasi or the Airship.  Expensive.
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on June 15, 2017, 11:08:02 pm
Well. I had hoped for time for people to wake up, but at least this can be used for night time disruption, breaking calvary chargers, and disrupting Arty firing after being dropped off into position?
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on June 15, 2017, 11:39:21 pm
Revise Zephyr of Allah

By giving the tornado time to grow up for some time, the mage can release the bundled mess into the enemies location. The tornado is strong enough to knock over machinations and destroy them
as well. Multiple mages can charge one tornado to make it even stronger.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on June 16, 2017, 12:56:39 am
Quote from: Votes
Temperature controlled Adamantium: (1) Kashyyk
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 16, 2017, 04:32:00 am
Quote from: Votes
Temperature controlled Adamantium: (2) Kashyyk, NUKE9.13
This one's obvious. Changing the temperature like this should be fairly easy now that we have experience summoning Adamantium.
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on June 16, 2017, 06:08:34 am
Quote from: Votes
Temperature controlled Adamantium: (3) Kashyyk, NUKE9.13, SMMI
Title: Re: Wands Race - [Moskurg]
Post by: Khang36 on June 16, 2017, 06:41:26 am

Quote from: Votes
Temperature controlled Adamantium: (4) Kashyyk, NUKE9.13, SMMI,Khang36
Title: Re: Wands Race - [Moskurg]
Post by: Atomic Chicken on June 16, 2017, 07:24:48 am
Quote from: Revision 1 Vote Tally
(5) Thermogenic Adamantium (http://www.bay12forums.com/smf/index.php?topic=163276.2400.msg7485761#msg7485761): Kashyyk, NUKE9.13, SMMI, Khang36, AC
(0) Revise Zephyr of Allah (http://www.bay12forums.com/smf/index.php?topic=163276.2430.msg7486605#msg7486605)
(0) Airship Construction Yards (http://www.bay12forums.com/smf/index.php?topic=163276.2400.msg7485842#msg7485842)
(0) Revise Academy of Magic
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on June 16, 2017, 08:17:02 am
I think the big question now is, revise the Zephyr to be lethal, boost our airships, boost our Wizard making, or go back and boost our Arty Divination Detection?

I'm split between the Zephyr and airships.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 16, 2017, 08:20:42 am
Quote from: Revision 1 Vote Tally
(6) Thermogenic Adamantium (http://www.bay12forums.com/smf/index.php?topic=163276.2400.msg7485761#msg7485761): Kashyyk, NUKE9.13, SMMI, Khang36, AC, Madman198237
(0) Revise Zephyr of Allah (http://www.bay12forums.com/smf/index.php?topic=163276.2430.msg7486605#msg7486605)
(0) Airship Construction Yards (http://www.bay12forums.com/smf/index.php?topic=163276.2400.msg7485842#msg7485842)
(0) Revise Academy of Magic

(If people agree, this accomplishes everything the link for "Thermogenic Adamantine" does, except with some additions in case we roll a 6 and have +3)
I believe this is what we want from adamantine right now:

Climate-Controlled Adamantine
Utilizing our knowledge of adamantine and its inherent temperature, we create adamantine that can change temperature at will. A mage can, with some small effort, change the temperature of a large amount of adamantine. When marching into wintry conditions, our mages will adjust our soldiers' body armor to be warmed, and vice-versa. However, given enough time, our Researcher Priests will not stop there. They shall look through the Holy Texts for mentions of divine smiting, especially smiting that involved weapons that were abnormally warm or cold. They will then utilize the information gleaned to create an improved adamantine that can be made incredibly hot, or incredibly cold. This shall be applied to our arrows and ballistae bolts, as they are fired, or our swords and halberds where possible, when drawn.

THIS IS NOT A SUGGESTION FOR RIGHT NOW!!!!!!!
But I'm going to leave it here anyway, since I'm feeling inspired.

Divine Direction
Our soldiers are inspired by Allah, and therefore need the ability to do what must be done. This spell shall give them that chance. Using magic similar to that which controls lightning in the Wands of Thunderbolts and the Spear of Allah, we inscribe divine markings on our soldiers, which direct lightning around our soldiers and anything they wear. It allows for direct infantry advance through the blinding flashes of the Hammer and even something as dangerous as casting the Spear on Myark, right next to al-Mutriqa. Our soldiers shall be terrifying, and then enemy will never see them coming---many mages will work together to bring hundreds of lightning bolts down every minute during the advance, blinding the Arstotzkans until it is too late.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 16, 2017, 09:48:12 am
Alright, so, Thermogenic Adamantium is pretty much locked in. Let's discuss our second revision.

We've discussed it in the Discord, and come to the conclusion that a Zephyr upgrade is the way to go. There was some debate as to whether to use it offensively or defensively- defensively would mean specifically designed to deflect cannonballs. We came to a compromise, which Madman will post shortly, I think.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 16, 2017, 10:01:49 am
Zephyric Destruction
By improving the spell, we have managed to summon a much stronger Zephyr. Like a real tornado, the force is directed in a circle flowing strongly upwards. This allows for the deflection of cannon shots that enter the area, hopefully over our lines entirely. Our mages will be capable of covering our entire front line during combat, by spreading a string of Zephyrs in front of it. Furthermore, the stronger winds allow it to be deployed offensively, knocking over enemies and occasionally even sending lightweight weapons flying.

Here it is.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on June 16, 2017, 10:19:26 am
Quote from: Revision Vote Tally
Revision 1
(6) Thermogenic Adamantium (http://www.bay12forums.com/smf/index.php?topic=163276.2400.msg7485761#msg7485761): Kashyyk, NUKE9.13, SMMI, Khang36, AC, Madman198237

Revision 2
(2) Zephyric Destruction (http://www.bay12forums.com/smf/index.php?topic=163276.msg7486865#msg7486865): Madman, NUKE
(0) Airship Construction Yards (http://www.bay12forums.com/smf/index.php?topic=163276.2400.msg7485842#msg7485842):
(1) Revise Academy of Magic: Kashyyk

I choose this, as I imagine this would effectively reduce the number of apprentices we have in exchange for increasing the number of wizards. Pretty much every spell we have requires wizards over apprentices, so we will have a slight quantity bonus to everything.
Title: Re: Wands Race - [Moskurg]
Post by: Atomic Chicken on June 16, 2017, 10:25:32 am
Quote from: Revision Vote Tally
Revision 1
(6) Thermogenic Adamantium (http://www.bay12forums.com/smf/index.php?topic=163276.2400.msg7485761#msg7485761): Kashyyk, NUKE9.13, SMMI, Khang36, AC, Madman198237

Revision 2
(3) Zephyric Destruction (http://www.bay12forums.com/smf/index.php?topic=163276.msg7486865#msg7486865): Madman, NUKE, AC
(0) Airship Construction Yards (http://www.bay12forums.com/smf/index.php?topic=163276.2400.msg7485842#msg7485842):
(1) Revise Academy of Magic: Kashyyk


I choose this, as I imagine this would effectively reduce the number of apprentices we have in exchange for increasing the number of wizards. Pretty much every spell we have requires wizards over apprentices, so we will have a slight quantity bonus to everything.
We certainly need to bolster our wizard ranks eventually, but we're currently anticipating Arstotzka to continue pursuing anti-lightning measures. If they succeed, we lose our main weapon. More wizards would be useless without a powerful offensive spell to cast.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on June 16, 2017, 04:44:08 pm
Seems thermogenic adamantium is winning.  1 hour to vote lock.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on June 16, 2017, 06:22:56 pm
Revision: Thermogenic Adamantium [5+1]

It turns out to be pretty easy to change the temperature of Adamantium, even after being summoned.  The metal remains a constant temperature, which means in high temperature environments it absorbs heat, and in low-temperature environments it exudes heat.  The temperature of the metal can be set when being smithed, and then changed later through a blessing and prayer process that lasts an hour or so. 

The end result is armor that actively warms the user in cold environments, and can be switched to cooler temperatures in warmer environments.  We also make a set of high-temperature pots and pans for our army cooks, who are happy to receive cookware that doesn't rely on fire for heat.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on June 16, 2017, 06:27:30 pm
...Holy crap I think Moskurg is building high-rises now. Adamantium can be used as a heating material and as a way of turning cooking into something that doesn't induce fire hazards.

And being hit with a weapon of superheated or superchilled Adamantium is not gonna be fun. Our archers are gonna love this as well. Unless we need another revision to weaponise this :P
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on June 16, 2017, 06:55:51 pm
Unless we need another revision to weaponise this :P

You can boil/freeze water with your Adamantium, but only barely.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on June 16, 2017, 07:03:05 pm
I'd say that's good enough for now then. Causing shallow tissue burns along with any stabs is a definite improvement. Burns are difficult to treat even with modern medicine after all.

I still vote for fixing the academy,  but I won't complain if the zephyr wins.
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on June 16, 2017, 07:12:06 pm
Quote from: Revision Vote Tally
Revision 2
(4) Zephyric Destruction (http://www.bay12forums.com/smf/index.php?topic=163276.msg7486865#msg7486865): Madman, NUKE, AC, SMMI
(0) Airship Construction Yards (http://www.bay12forums.com/smf/index.php?topic=163276.2400.msg7485842#msg7485842):
(1) Revise Academy of Magic: Kashyyk

Yay, we did it. I think part of the problem with the delay on it was that death via exposure was fairly well discounted.

Now watch them try to build up the cold and it do absolutely nothing as our shit preemptively adjusts to differing temps.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on June 16, 2017, 07:46:29 pm
Quote from: Revision Vote Tally
Revision 2
(4) Zephyric Destruction (http://www.bay12forums.com/smf/index.php?topic=163276.msg7486865#msg7486865): Madman, NUKE, AC, SMMI
(0) Airship Construction Yards (http://www.bay12forums.com/smf/index.php?topic=163276.2400.msg7485842#msg7485842):
(2) Revise Academy of Magic: Kashyyk, Happerry
Personally I feel that our biggest limitation (now that we've solved the cold issues) is the lack of magic users, given that we need to be mass producing magic carpets and flying ships and then using said items, all of which takes up plenty of magic users even before we add in the need to be casting lightning storms and such.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 16, 2017, 08:43:33 pm
Alright, it was not mentioned here, but I wish it had been.

The reason the Discord discussion took place was a disagreement that we settled by combining two uses of the Zephyr. One was the offensive use, the other the defensive use.

This attempts to do both. The point being, you don't need extra mages if we can stop this from being a war of magic and artillery. The Zephyrs will allow our flankers to decimate their artillery, and allow our main bodies to protect themselves, directly protect themselves, from artillery.

WE CAN GET TO CLOSE RANGE AGAIN. We can slaughter them. AGAIN. Our artillery works better up close. Our magic works slightly better up close.

We revert to how it was a decade or more ago, with a few changes: We have adamantine, antimagic, airships, carpets, and spells capable of destroying their artillery.
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on June 16, 2017, 08:46:18 pm
@happerry: Fair. Depending on their actions this turn, I might not mind spending a design and/or a revision next turn to amp up our quantity of magi/increase the efficiency of magical item production.

Hell, a design on "Magic Item Construction Facilities" which includes more streamlined production for things might work
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 17, 2017, 02:36:16 am
I could definitely get behind spending an entire design next turn on getting more wizards. My reasoning in favour of the Zephyr this turn is that if they roll out anti-lightning tech, all the wizards in the world won't do much damage. Better, then, to improve our non-lightning offence first, then increase our number of wizards. To be clear, more wizards is a close second for me.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on June 17, 2017, 12:49:11 pm
Revision: Zephyric Destruction [5]

With some rather simple refinements to how Gust of Wind is cast (mainly by invoking the name of Allah) we amp up the destructive capabilities of the tornado.

It's not so much the wind that kills people as it is the things the wind carries, as it turns out.  Right now the tormado could pick someone up and toss them away - assuming it passes right over them - but the real damage comes from picking up smaller, lighter objects like swords and branches and rocks and whipping them about at high speeds.  Anything a man could easily pick up becomes a wild, un-aimed ballista bolt.

Because of this, we can expect the Zephyr to be much more effective in the tiaga, the jungle, and to a lesser extent the mountains. 
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 17, 2017, 12:58:44 pm
How is it at deflecting cannonballs?

Can we expect decent use in that regard?
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on June 17, 2017, 01:29:15 pm
Not really.  The shells may get blown off course if they pass near the tornado, but they're moving very fast already and don't particularly rely on precision barrages anyways.
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on June 17, 2017, 02:30:20 pm
Suprised there wasn't a bonus but I sure ain't complainin.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on June 17, 2017, 03:19:07 pm
Where do you want to deploy al-Mutriqa?
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on June 17, 2017, 03:25:45 pm
I say the plains. We've got the least advantage there.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 17, 2017, 03:27:50 pm
I'm going to say the mountains. The plains are a lost cause, I think, whereas with our newfound resistance to cold, we may yet win in the mountains, where their long-range artillery does not dominate as much.

Quote
Deploy al-Mutriqa to the
1 Mountains: NUKE9.13
0 Jungle
1 Plains: Kashyyk
0 Sea
Title: Re: Wands Race - [Moskurg]
Post by: Atomic Chicken on June 17, 2017, 03:32:31 pm
Quote
Deploy al-Mutriqa to the
2 Mountains: NUKE9.13, AC
0 Jungle
1 Plains: Kashyyk
0 Sea
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on June 17, 2017, 04:31:17 pm
Tornados are most effective on plains by vitrue of IRL, so the increase of general power in addition to gaining bonuses where Tornados are weakest is nice.

I cannot think of where to send al-Mutriqa. Any front is one they could push on, and any front could be one they want most.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on June 17, 2017, 04:43:06 pm
Smmi: that's because irl tornados run out of energy in areas with lots of wind-blocking trees and rocks, and is more likely to occur naturally in flat areas.

Your mages are the driving forces behind tornados, so you dont have to worry about trees and whatnot sapping the strength of the tornado.
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on June 17, 2017, 05:27:56 pm
Huh. Neat.

Quote
Deploy al-Mutriqa to the
2 Mountains: NUKE9.13, AC
0 Jungle
2 Plains: Kashyyk, SMMI
0 Sea

To give us the greatest edge for pushing literally everywhere again. Plus I think they'll push the plains to try to get to our Desert to try to make us panic.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 17, 2017, 09:36:32 pm
Quote
Deploy al-Mutriqa to the
2 Mountains: NUKE9.13, AC
0 Jungle
3 Plains: Kashyyk, SMMI, Madman198237
0 Sea

This is a hard choice. However, we want to do a magic school sort of design soon. Let's get a population bonus first.
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on June 17, 2017, 09:48:33 pm
Quote
Deploy al-Mutriqa to the
2 Mountains: NUKE9.13, AC
0 Jungle
4 Plains: Kashyyk, SMMI, Madman198237, Crazyabe
0 Sea
Title: Re: Wands Race - [Moskurg]
Post by: S34N1C on June 18, 2017, 12:40:08 am
Quote
Deploy al-Mutriqa to the
2 Mountains: NUKE9.13, AC
0 Jungle
4 Plains: Kashyyk, SMMI, Madman198237, Crazyabe, S34N1C
0 Sea
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on June 19, 2017, 01:08:26 am
Combat for 940


This year sees Arstotzka get a new weapon they've been working on finally on the field.  Known as the "AS-R1", it is simply a small cannon that a man could hold in his hands.  Using mainly crystal for construction, a long, thin metal handle is used to activate magic stored in the attached A-level magegems, activating a magical circuit that fires off a new type of fireball in the combustion chamber, which then propels a small shell out of the barrel.  Braced against the mages shoulder, it can reach out to Extreme Range, but struggles to hit a target at Medium Range.  Still, it's merely Expensive, smaller than a longbow, has a higher velocity, and can be used by a non-mage for an extra expense level.  It is their first foray into magical spells made usable by non-mages, and yet another step into the world of firearms.  Due to advancements made in the development of this weapon, their cannons no longer require water to operate, lessening the load on their crystal train and increasing the rate of fire of all their weapons.

Additionally, they unveil the next evolution of their armor: Combat Armor.  Constructed entirely of crystal and with a more robust degree of protection, it features a clear crystal faceplate.  Without eyeslits or gaps in the armor, it's virtually impenetrable to arrows.  It comes with a steel antenna that runs from the head down to the right foot, in order to route electricity away from the more vulnerable internal bits of the soldier wearing the armor.  The antenna is destroyed after being struck, but it means the soldier can at least survive being hit once now.  Antennas are relatively cheap, so six are put on every Crystalclad ship.

Moskurg has surprised everyone by diversifying their weather magic with yet more weather magic.  The next natural evolution of their wind spell, the "Zephyric Destruction" is a powerful tornado that can be cast by a single mage.  Able to reach Extreme Range, the tornado has been amped up in power through a revision and is alarmingly lethal in areas with high amounts of debris - such as the jungle, taiga, and to a lesser extent the Mountains.  It's not very lethal in the plains or desert unless it directly passes over an enemy soldier, but could possibly capsize a ship on the ocean.  Due to the high amounts of wind involved, this spell can't be cast by mages flying on the airships or carpets.

They also tweak their Adamantium to give themselves greater control over the pre-set temperature of the conjured metal.  Able to be mass-set by a mage over an hour-long ritual, their armor now promises to keep the soldiers warm in cold weather.  Only the severely negligent have a reason to freeze to death any more - the metal can be set from freezing to boiling temperatures, permanently.  They make a set of cook-ware for their camp cooks, much to the common soldiers happiness.




Arstotzkas combat armor shows mixed results in the jungle.

No more maneuverable than their previous plate armor, it is at least a bit lighter.  Combat once again sees the resurgence of men slogging across no-man's land to meet the enemy in combat.  The lightning rods tend to explode into a fine, super-heated vapor when struck, often knocking over the soldier hit.  Much to Moskurgs surprise, these men will get up and continue on, with rarely more damage than a crack along the armor where the antenna had been attached.  When meeting with Moskurg troops they once again have the upper hand, as their clear-crystal visors give a greater degree of visibility than their previous eye slits.  Still, no soldier survives getting struck by lightning twice, and Firestorm grenades prove to be just as effective as before.  Combat Armor clad soldiers either suffocate or boil to death when engulfed in the sticky flame, and out-dated ballistas (though fewer in number due to Moskurgs strained supply of apprentices and wizards) can still punch a bolt straight through the breastplate of the armor.  Regardless of the short-comings of the armor, it proves to give them a slightly better edge at both reaching their enemy and for actually winning in the melee.

More useful is Arstotzka's new waterless cannons.  Without needing to wait for water to be supplied, a cannon can be reloaded much more quickly with no reduction of firing velocity.  This helps bump the lethality of their HA1 despite having non-explosive ammo, but more importantly benefits their HAC-1 anti-air cannon.  An apprentice can now get more shots out per minute, which tends to cut down War Pegasi riders when multiple cannons are firing at once.

Moskurgs new tornado manages to pick up the slack where their lightning left off, however; in the jungle, a common branch on the ground becomes a ballista bolt when picked up by the Zephyr.  Charges are often proceeded by multiple tornadoes spinning across the ground towards Arstotzkan lines.  It manages to also make HA1 rounds more inaccurate, if they pass through or near the tornado, but accuracy has never been a major issue as their volume of fire isn't diminished.  The new spell proves to be much more effective than their now-nerfed lightning, but unfortunately must be cast by mages on the ground as the turbulent air is not conducive to fliers.  The Airship is usually fine, though, able to stand off at a distance and continue picking at Arstotzkan lines with lightning and ballista shots even during the tornado rampage.

Arstotzka's new rifle sees an odd use; though envisioned as a weapon that all their troops will one day wield, it is currently used exclusively by their Mage-Hunters for assassinations and wizards for anti-air emergencies.  Mage-Hunters typically crawl through no-mans land on their bellies, both their crystal armor and crystal weapons rubbed with tar, dirt, and grass to help stay out of sight of Moskurg air patrols.  Once in range, the rifle shows its superiority over the long-bow through one simple fact: you don't need to stand up to use it.  Mage-Hunters get as close to Medium Range as they can, take careful aim, and simultaneously take out commanders and wizards in a single volley.  With no steam cloud or movement required on their part, their often unseen and unheard beyond the report of their rifles.  The bullets even punch through pavise shields with ease.  Getting back is much harder, however - Moskurg air patrols are very thorough, and once caught the elite troops are often doused with firestorm shells and die a horrible, messy death.  Still, the assassinations take their toll.

The advantage is still in Moskurgs favor, however, as their control of the adjacent oceans means they get to choose when and where they can launch surprise invasions against Arstotzkan lines.  Able to stay out of range of HA1 artillery and move faster than the troops on land, they often sneak behind Arstotzkan lines and wreak havoc.  Supply lines suffer, and it's not uncommon for the Restless crystal train to not show up at all as the train tracks are an easy target for sabotage.  The naval advantage makes a large difference here.

Though they're no longer immune to lightning, Arstotzkans soldiers at least now can survive a bit longer before death comes for them.  Tornados have now overtaken lightning as the #1 cause of death for Arstotzkans, and though their assassinations are quite brutal on Moskurg wizards, commanders, and moral, Moskurgers are no longer freezing to death thanks to their heated armor.  Charging across no-man's land is still pretty lethal for both sides despite their new armor, and though the HAC-1's can now fire more rapidly they still require time to reload.  Moskurg manages to push Arstotzka back a section, though only barely and largely due to the destructive capabilities of their tornadoes when given plenty of debris to throw around and their naval advantage.

Moskurg gains a section of jungle.

In the mountains, Moskurgs tornadoes have a harder time. 

Though they now have rocks and the occasional tree to throw at enemy troops, the uneven terrain makes controlling the tornado - or even keeping it alive - quite difficult.  The terrain benefits Arstotzkan snipers here even more, who occasionally even take shots of opportunity at the low-flying carpet bombers overhead.  Arstotzka still has the artillery advantage here in the mountains, and with Moskurgs diminished carpet bombing, lightning, and tornados, they are eventually forced to concede the mountains.

Arstotzka gains control of the mountains.  If they hold it for a turn, they gain the metal bonus.

With less debris in the plains, the tornadoes generally require going directly over enemy troops to inflict casualties.  Likewise, Arstotzka's Mage-Hunters have a harder time sneaking close to enemy lines in the wide open, flat terrain.  The increased rate of fire of Arstotzka's HA1's has started to put strain on their supply lines, even despite the fact they no longer require water.  This is exacerbated by al-Mutriqa personally leading raids on enemy supply lines, leading the way with his Wand of Heroism and Black Phantoms entourage.  When the cannons fall silent, it's often due to a train being blasted while carrying a supply of shells.  Normally when this happens, Arstotzka can simply out-wait their opponents, knowing they'll all eventually die of the cold, which is not the case any more.  Battles must be fought and won, and on the rare occasions troops actually meet it's Arstotzka who has the upper hand, despite Moskurg dropping firestorm shells and blasting about with their Spear of Allah.  Their new R1 rifle can punch through Moskurg Elite Lamellar Armor with ease, thanks to the large bullet and the relatively close range it's used at.  It suffers due to the fact that the rifle can be shut off by Moskurgs anti-magic fields, though there's fewer now due to their mages being used elsewhere and getting assassinated by Mage-Hunters.

Ultimately, the fact that lightning can't kill with every strike (though it still has a profound effect if a mage uses the Spear on the same target twice), the fact that the tornado has less debris to pick up, and the fact that the increased fire rate of HAC-1's push raiding War Pegasi riders away means Moskurgs forces suffer.  Likewise, HA1's suffering from al-Mutriqa's raids, the relatively little impact of the R1 in this theater, untouchable Airships standing off and plinking away at their lines, and the fact that their superior troops must stomp through killing fields before being able to kill their counterparts means that Arstotzka's forces suffer. 

At the end of the day, it's Moskurgs ability to land troops behind Arstotzkan lines that gives them the advantage.  Arstotzka might have been able to push them back, but without a way to stop incursions from the coast their lines are ragged and bent and they must concede anther section of plains to Moskurg.

Moskurg gains a section of the plains.

The lightning-rods and faster-firing HAC-1's prove to be game-changers on the open seas.

Moskurg was already struggling to sink the Crystalclad ships with their out-dated ballistas, relying heavily on lightning strikes and War Pegasi to keep the ships suppressed.  The lightning rods do a good job of keeping the lightning from hitting troops immediately, buying time for the ships to either get out of range or shoot down the carpet-bomber casting the spell.  The Alsamma Safina is still virtually immune to anything the ships down bellow can throw at it, standing out of range and spamming their accurate Spear of Allah until the lightning rods are gone or until the crew dies, but the Sirocco has a much harder time.  Inferior to the the Crystalclad in both armor and weaponry, they're used exclusively to sink suppressed Crystalclads and to launch carpet-bombers.  The sea is mostly a deadlock, but Myark manages to push the advantage in Arstotzka's favor.  Surprisingly accurate with the R1, he excels at shooting down the fast-moving War Pegasi even at Long Range, and his Wand of True Light can make the weaker-hearted Moskurg sailors turn tail.  The tornadoes are harder to use on the open sea, and though Moskurg manages to capsize a few Crystalclads it's not enough.

Arstotzka manages to push Moskurg out, reclaiming their northern seas - the balance of naval power has shifted towards Arstotzka once again.

Arstotzka regains control of the Northern Sea.
 

Research Credit!!!
It has come time for you heir to complete their education and move from an Apprentice-level mage to a Wizard-level mage.  However, in order to "officially" receive the title of "Wizard" they must make some advancement in the field of magic.  For many, this is a rather minute advancement; a slightly streamlined piece of magical circuitry, or a better interpretation of the Word of Allah.  This task is known as a "Thesis", and your heir must go through the arduous task of researching and writing it. 

Of course your heir will gain the title whether they are worthy or not; it would not do for the future leader of the kingdom to remain a lowly apprentice.  That being said, they're actually quite magically skilled so failure on their part is unlikely, but still your Sultan is worried.  There are some who grumble that your heir is unfit to lead as she is female, and her destructive and chaotic nature (learned from al-Mutriqa) makes her unfit to rule and unreliable as a leader.  Perhaps this Thesis is a chance to show dissenters (a group supporting Hayat's younger brother, despite the line of succession going to the oldest child) the legitimacy of your heir as the future Sultan?  He has asked you to guide young Hayat with her research.

Whichever side writes a more competent Thesis for their heir will gain a Research Credit for the next turn (2 rolls for each Effectiveness, Cost, and Bugs, highest roll picked.  Penalties and bonuses still apply to rolls).  Limit 1 submission per person, limit 750 words per submission.  Sides will vote on the Thesis to submit.


It is 941, the Design Phase.

Spoiler: State of Forenia, 941 (click to show/hide)

Spoiler: Moskurger Spells (click to show/hide)



Behavior Rules.  Please Read.
Spoiler (click to show/hide)
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on June 19, 2017, 02:08:04 am
Okay, I think note is the time to work on that magical academy. Or make of our spells cheap. Either would be good as it is more clear we aren't using any of them as much as we could because we've only got so many wizards and our apprentices are doing sod all.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on June 19, 2017, 07:27:50 am
Magical Academy
Using a modification of Detect Thoughts and Teletalk we have created two types of amulet. The Instructors amulet, designed to be warn by a capable wizard, has the unique ability of transmitting thoughts (like a teletalk wand) to all bonded Student amulets within 20m. The student amulet needs only the presence of magical potential to be active, there should be very little actual skill required beyond basic meditation (a skill that all followers of Allah should be capable of). This set up will allow an instructor to transmit their thoughts whilst casting a spell, allowing the students to experience the casting and thus understand the intricacies of whatever spell is being taught in a way that is unreachable from mere observation.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on June 19, 2017, 07:39:43 am
Magical Academy: (1) detoxicated
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on June 19, 2017, 08:00:58 am
I agree that we should do the Academy this turn, but I think we should do it as a Revision rather than a Design. I have a Plan on Discord that I'm waiting for input on before sharing more in depth, which basically boils down to us drowning them in Airships and Wizards for this turn.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on June 19, 2017, 08:06:15 am
Care to share it on here? I can't get on discord.
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on June 19, 2017, 08:18:19 am
Definetly. Working out some details now, but the base idea is to spend our Design on Airship Maintenance and Manufacturing Improvements allowing us to lower their expense and maybe make them a bit faster/durable/weather immune. This will allow us to outnumber them solidly on the seas as well as provide much greater fire support on land.

From there, we spend on revision on the Academy like we tried two turns ago, which has a 5/6 chance of being better than what we rolled.

This will allow us to meet their numbers for Wizards while also having better deployment of Wizards than them. We'll probably want to make our airships Tornado Resistant if we don't manage that this turn.

For our Thesis, Taricus purposed a Permanent Enchantment idea that lead to me thinking of a discussion and usage of Ambient Mana to constantly and passively fuel our enchantments, which would feed into our Airship production design.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 19, 2017, 08:49:20 am
Guys, they're getting into hand-to-hand range again. We like hand-to-hand range.

Mithril
This fantastic new development of adamantine has one purpose, and one purpose alone: Being a nigh-indestructible weapon of war. This new version of adamantine starts with the same spells, but trades the temperature controls and degrees of softness for sheer hardness and toughness, as well as ease of creation. It can't be shattered, yet we will make it nearly as hard as diamonds. It's constant temperature is the pleasant one our soldiers all enjoy right now. Our halberds and airships shall be made out of it, and our Siroccos shall be plated in it. It is worked using the same spells as Adamantine is, yet it is different in those important ways. We shall make it shine gold, so it is a reflection of heavenly radiance. Plus, al-Mutriqa's been annoyed about constantly repainting his armor after he cuts down the heretics and nonbelievers and gets the paint all scratched and bloodied.


EDIT:
Realized I forgot to explain this. This aims to get +2 or better on the roll by ditching every other facet of adamantine in order to be hard enough to cut through crystals (Harder the metal=the sharper the edge you can put on it) and simultaneously capable of surviving direct cannon fire. It does everything we need it to do, while being easier than other potential changes to adamantine.
Title: Re: Wands Race - [Moskurg]
Post by: Egan_BW on June 19, 2017, 03:25:50 pm
The temperature control on adamantine is what currently keeps our soldiers from dying of cold. If we replace our adamantine armor with something without temperature control, we lose that benefit. Might still be worth it for better weapons alone, though.

I want to use this turn's revision to circumvent those pesky lightning rods, as those seem to be the main advantage they gained this turn and the sole reason we're losing the sea right now.

Defy Resistance (Revision)
Allah's divine will will not be denied by a simple length of conductive metal. After some modification to our weather spells, lightning now seeks out lightning rods, but rather than grounding harmlessly the current jumps directly into the body of the nearest Arstotzkan, rendering their crude "defence" nothing more than a targeting aid for our mages.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 19, 2017, 04:14:51 pm
Yeah, that was a mistake. I fixed that in an edit. The temperature was changed to be our present armor temps, which keeps our soldiers alive just fine.

I'd do this instead, Egan: Use the revision to direct ALL our lightning just a bit more. Encourage it to seek out crystals. We'll hit every single Arstotzkan on the fields.

I want mithril because it will give us ultra-deadly halberds and extremely good armor, all in a single turn. If they're going back to close range, WE'RE going back to close range.
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on June 19, 2017, 04:17:20 pm
Just a Note: but why don't we revise our Anti magic spell to Vaporize their Crystals again? Wipe them out for a turn AND make all their weapons Null, They'd have to break out there OLD weapons, while we could continue using ours.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on June 19, 2017, 04:26:22 pm
Because I don't want to go back and forth between "we dispell your shit" and "we fix our shit so it doesn't dispell" I will go ahead and say you can't vaporize their crystals with Anti-Magic any more.  You'll have to come up with some other way to combat their crystal weapons.

Your Anti-Magic still prevents magic from occuring within a certain area, but they've thoroughly fixed their crystals.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 19, 2017, 04:39:17 pm
While I understand, I really wish we could.

One more round of dispel? Please?

Just one?
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on June 19, 2017, 04:40:39 pm
Hmm...
Sonic magic may be the direction to go if we want to Sink their shit then...
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 19, 2017, 05:03:01 pm
Crystal-seeking lightning.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on June 19, 2017, 05:27:55 pm
While I understand, I really wish we could.

One more round of dispel? Please?

Just one?

Alright, one more round of dispell.  Arstotzka has the option to tweak their Anti Magic to dispell your Adamantium.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 19, 2017, 05:33:38 pm
Wait a minute, traitor!

You're a Moskurger!

We need some proper GM bias here!
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on June 19, 2017, 05:33:48 pm
While I understand, I really wish we could.

One more round of dispel? Please?

Just one?

Alright, one more round of dispell.  Arstotzka has the option to tweak their Anti Magic to dispell your Adamantium.
*salute
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on June 19, 2017, 06:30:37 pm
I don't really see any votes.  What is the design for this turn?
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 19, 2017, 06:41:03 pm
Alrighty, I'll get started, I suppose. Lots of Discord discussion over this one so far.

Mithril
This fantastic new development of adamantine has one purpose, and one purpose alone: Being a nigh-indestructible weapon of war. This new version of adamantine starts with the same spells, but trades the possibility of being made softer sheer hardness and toughness, as well as ease of creation. It can't be shattered, yet we will make it nearly as hard as diamonds. Our airships and Siroccos will be re-plated in enough to shrug off repeated cannon hits, and all our weapons will be made out of it. It is worked using the same spells as Adamantine is, yet it is different in those important ways. We shall make it shine gold, so it is a reflection of heavenly radiance. Plus, al-Mutriqa's been getting annoyed about the constant need to repaint his armor after he cuts down the heretics and nonbelievers and they scratch the gold paint.

Alrighty, so this is a revamped version of the earlier proposal. The basic point is to be cannon-resistant and capable of carving up crystals like butter. Or, you know, at least cutting down Arstotzkans left, right, and center. It is relatively easy, simple way to improve our warships, airships, and infantry. Also, it gives a basis for further improvements, like rapidly changing adamantine capable of changing shape, density, and strength on impact. But that's for the future. For now, this gives us a solid advantage in infantry combat, as well as preventing Arstotzkans from doing anything about our warships.

Quote from: Votes
1 Mithril: Madman198237
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on June 19, 2017, 08:28:19 pm
Weather Magic in the Light of Allah's Will
Within this thesis paper I will explore the intricate aspects of weather magic in an elaborate way, focusing on the ordered and holy aspect of the weather. Thank you to my teachers, especially Al-Mutriqa.

The weather surrounding us is a complex machination created by the almighty Allah. This complicated set of different rulesets defines our everyday lives so much as we are dependant on the currents of
air and the rain from the clouds. While the weather behaves seemingly random to the common peasant's eye, it has precise ways how it reacts to different qualities within the air. Humidity, air pressure, sunlight, the terrain, and temperature are some of the qualities that affect the weather. In the right set of circumstances a seemingly modest cloudy day can turn into a storm scenario, just as well as a violent storm can turn quite docile in no time. There is no telling how the weather will be in a week, even after years of study.

To understand Weather Magic, one must learn from the weather itself first, so understanding the different types of weather is key to learning how to control aspects of them. As its understood by the thinkers, the nature of magic is that it exists as a currency of the faithful to shape the world in the will of allah. Each and every object and concept holds this magic within. Therefore it is key to the weather mage to communicate to the key concept of the given weather he has before him in form of prayer and chant and hand movement. The measures of these three parts of casting magic are so vast that they do not fit the entirety of this thesis, and are of a different subject.

By using the proper chant the mage invokes a primal aspect of the key concept of the beforehand weather. He lets his personal channel communicate with the weathers channel by hitting the right frequencies and words, and whilst the key aspect is invoked it still does not understand what the caster wants and is unwilling. It is the proper hand movement that shows the aspect how it has to move and what it has to do. Some cloud types seem to be more willing to aid casters, like cumuli. Other aspectss need more direct and more complicated orders. There is different schools of proper hand adjustments each specializing in one of the different weather areas we have learned to guide like Wind, Lightning, and Tornadoes. Al-Mutriqa himself has developed several hand techniques himself, in assistance with the university. The prayer is also to be properly adjusted to the aspect. Whilst we pray allah, we also praise the totality of Existance, as well as this special aspect within that totality. The proper recitation techniques can be found by any imam but include respecting the nature of weather, and especially this cloud, because it does so to please the will of Allah. This teaches us about the nature of magic. Whilst the mage can feel his own as well as the aspect's magic by chanting and invoking that same aspect, the mage can also feel that the aspect understood your spell intention, it is the prayer that seals the deal and finishes what you have dreamed before. As our chosen have discovered new forms of weather magic they sometimes tapped into another territory of magic. The devils magic works miraculously but not as expected. The sandstorms were called and helped in battles, but they also halted the economy in our home territory. Later on the wise men discovered their mistake and replaced the old spell with a new one that was respectful to the will of Allah and it worked well.

As our knowledge of weather magic has allowed us to conquer the sky with our pegasi and our magnificient airships we can also observe an interesting quirk of character of this divine nature of magic.
We have created a beast of burden, the pegasus, flying rolled carpet of the skies. To create a pegasus you need the basic aspects of spells as mentioned above, but you also need to fuse the aspects of weather into the aspect of the carpet. By combining the two alien concepts you create a more complex aspect which interacts with the world differently. To fit in a proper way the aspect develops an own sense and a crude form of will, which has to be conquered first. Successes were made a few years back when a war pegasus taming program was started. The army should definitely keep an eye out that their spells keep on following the path of allah, whilst experimenting on the nature of magics aspects.


Quote
Magical Academy: (1) detoxicated
Mithril: (1) Madman198237
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 19, 2017, 08:32:50 pm
Oh yeah, I almost forgot to try and write one of those up. Good thing I still have time, I guess.

I figured that, in the light of the additional possible heir/younger sibling mentioned, there might be some interesting ways to interpret her desires.

Hey, evicted, I need some more information before trying to write this. What do we know about the princess's talents, likes, dislikes, worries, fears, anything? Or do we invent this canon for ourselves?
Title: Re: Wands Race - [Moskurg]
Post by: Egan_BW on June 19, 2017, 08:39:29 pm
Quote
Magical Academy: (1) detoxicated
Mithril: (2) Madman198237, Egan_BW
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on June 19, 2017, 08:41:02 pm
Hey, evicted, I need some more information before trying to write this. What do we know about the princess's talents, likes, dislikes, worries, fears, anything? Or do we invent this canon for ourselves?

No comment.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 19, 2017, 09:35:22 pm
Alright, well, nothing much is mentioned about the princess at all, so I guess there's just a couple things to go off of.
And, evicted, re-reading the reports that mention Hayat has got me wondering---since when has al-Mutriqa been chaos-loving or violent? Speaking of which, good job, fellow Moskurgers! Our future queen is part-lunatic with a love of dangerous flying and zapping things with lightning wands!

So, she enjoys flying, lightning, and chaos, yet has the threat of betrayal and/or competition from a younger brother. Also, she's going to have lots of pressure put on her to excel. Not just to be a leader by virtue of birth, but to be a leader in all ways. Also, she didn't like the feeling of being coddled, or restricted. Also, she appears not to have learned much about the magical summoning processes.

Alright, I'm not feeling too inspired to write this up now, so if someone else wants to take a literary jab at doing something like this, please do. Otherwise (And maybe I'll do it anyway) I'll write something up tomorrow.


------The princess doesn't like being limited, is ferociously interested in magic, and has been pressured to do something amazing and leader-like by her father and his loyal advisers (Compared to the non-loyal ones, who wish to see his son inherit the throne).

For the sake of my own sanity and our gains in spite of her personality I'm going to assume that, at heart, Hayat is a good person and has grown up a bit during her training. So, what does she need to show the world? She wants to be a strong and capable leader, meaning she must make a huge advance in an unstudied field of tech. Not to mention, she looks up to al-Mutriqa, who is a great leader on the battlefield (And swings a shining golden mace, wearing shining golden armor, killing all who stands before him. Who doesn't want to be that person?).

So I figure this: What do all these things have in common? Leadership and untested areas of magic. We've never done anything with the Wand of Heroism, yet she really wants to do things with the highest level of technology. So, I'm going to write up her thesis (And outline her research) based on these assumptions, that she's worked on the Wand of Heroism, perhaps duplicating its qualities into an adamantine wand (Another of the great magical fields we know, yet did not introduce her to). Perhaps she's made herself a Wand of Fear, reversing the qualities of the Wand of Heroism. Or perhaps she has felt the need to have her own courage, perhaps she is insecure in her future, and has crafted herself a small gem with the power of the Wand, inspiring her, always. Perhaps she has made a new crown with such a gem.

Anyway. I'll write it all out tomorrow.
Title: Re: Wands Race - [Moskurg]
Post by: Atomic Chicken on June 20, 2017, 01:55:29 am
Quote from: Design Vote Tally
(1) Magical Academy (http://www.bay12forums.com/smf/index.php?topic=163276.2460.msg7489257#msg7489257): detoxicated
(3) Mithril (http://www.bay12forums.com/smf/index.php?topic=163276.2475.msg7489829#msg7489829): Madman198237, Egan_BW, AC
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on June 20, 2017, 02:04:47 am
Quote from: Design Vote Tally
(1) Magical Academy (http://www.bay12forums.com/smf/index.php?topic=163276.2460.msg7489257#msg7489257): detoxicated
(3) Mithril (http://www.bay12forums.com/smf/index.php?topic=163276.2475.msg7489829#msg7489829): Madman198237, Egan_BW, AC

I don't think Mithril is the way forward. Every time we made major gains was when we changed the nature of warfare, like lightning storms,  artillery & air warfare. Making another magical material is going to be much harder and his us less of a bonus than something like the academy (which we haven't got something for) or say,  an armored vehicle or long range divination.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 20, 2017, 07:24:50 am
The way to use our divination is going to be a design for rapid magical earth-moving, allowing for split-second berms to be raised when we see flares or when the divination goes off. Also, a revision to fix divination's issues would be nice.

Making an edit to the description. It should have been clearer.


Kashyyk, right now we're getting into infantry-range combat. Again. We're not doing as well as we did because of their new magical armors. Well, you know what? If they want to use magical equipment like that, let'em. Mithril is the first step in a very large range of options as to what we can do with metals. Advanced metallurgy mixed with enchantments will give us incredible killing power in infantry combat. Also, if the phrase "super-hard adamantine ballistae bolts" doesn't tickle your fancy, we're going to have to show you the door.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on June 20, 2017, 07:34:48 am
Quote from: Design Vote Tally
(1) Magical Academy (http://www.bay12forums.com/smf/index.php?topic=163276.2460.msg7489257#msg7489257): detoxicated
(3) Mithril (http://www.bay12forums.com/smf/index.php?topic=163276.2475.msg7489829#msg7489829): Madman198237, Egan_BW, AC
(1) Anti-Crystal Sonic Shells: Happerry

We really really need to keep naval dominance people, or else we're going to start loosing ground again. Since their ships are now made out of crystal, a shell that causes said crystal to shatter should be really good against them.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on June 20, 2017, 07:40:32 am
Or we could increase the number of wizards we have, which would increase the volume of lighting, ballista bolts and firestorm shells we launch at them, which were all mentioned as effective counters to their infantry.

Quote from: Design Vote Tally
(2) Magical Academy (http://www.bay12forums.com/smf/index.php?topic=163276.2460.msg7489257#msg7489257): detoxicated, Kashyyk
(3) Mithril (http://www.bay12forums.com/smf/index.php?topic=163276.2475.msg7489829#msg7489829): Madman198237, Egan_BW, AC
(1) Anti-Crystal Sonic Shells: Happerry
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 20, 2017, 07:52:44 am
But it can't do enough.

If we're killing them in close combat, we win.

There's a reason that regular armies still exist, and that reason is that no mage can win a war by themselves. There's too many other mages to kill, too many civilians who will fight back, too much ground to cover. We need to make our regular army the best it can be. Then we make a slight change to our weather magic next turn, and we'll be killing them faster than ever.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 20, 2017, 08:11:22 am
Spending a design to make ~slightly better Adamantium~ is a waste. Moar Wizards will help us a lot more.


Quote from: Design Vote Tally
(3) Magical Academy (http://www.bay12forums.com/smf/index.php?topic=163276.2460.msg7489257#msg7489257): detoxicated, Kashyyk, NUKE9.13
(3) Mithril (http://www.bay12forums.com/smf/index.php?topic=163276.2475.msg7489829#msg7489829): Madman198237, Egan_BW, AC
(1) Anti-Crystal Sonic Shells: Happerry
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on June 20, 2017, 08:52:53 am
Quote from: Design Vote Tally
(4) Magical Academy (http://www.bay12forums.com/smf/index.php?topic=163276.2460.msg7489257#msg7489257): detoxicated, Kashyyk, NUKE9.13, Happerry
(3) Mithril (http://www.bay12forums.com/smf/index.php?topic=163276.2475.msg7489829#msg7489829): Madman198237, Egan_BW, AC
(0) Anti-Crystal Sonic Shells:
I want an academy more then I want Mithril, when it comes down to it.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 20, 2017, 09:33:55 am
It is not "slightly better". It pushes the limits of what we can do and it is cannon-proof. Our best bet for defense and offense is this mithril. If we wait two turns, we get a plains population bonus to the effectiveness of making a magical academy.

Here's what I want to do this turn. It might give you guys better ideas of why I want mithril:
Ideally, we get a good result on this design (Duh). We should get good bonuses to rolls because of the simplicity.

Immediately, mithril becomes a component of our halberds, elite lamellar, AIRSHIPS, Siroccos, and literally everything else made of metal that needs to be hard. Our airships and Siroccos won't die to cannonfire, as they'll be protected in new and better armor. We'll be able to cut through their crystal-armored infantry. Since we outnumber them, this gives us MUCH more capability in infantry fights, and we go back to winning hands-down.

Then, we spend a revision to make all-metal or more-metal armor. Think Arstoztzkan plate, but less extensive, since our troops are dependent on formation-based fighting.

In the end, we go back to winning infantry battles. Next turn, we get more mages, and then make lightning bypass their lightning rods. With the mage-power to shoot down every single one of their cannons and more of their infantry, we'll be winning land battles hands-down. But this turn, we need to get the infantry advances in order to make greatest use of having more mages.
Title: Re: Wands Race - [Moskurg]
Post by: Khang36 on June 20, 2017, 09:46:56 am

Quote from: Design Vote Tally
(4) Magical Academy (http://www.bay12forums.com/smf/index.php?topic=163276.2460.msg7489257#msg7489257): detoxicated, Kashyyk, NUKE9.13, Happerry
(4) Mithril (http://www.bay12forums.com/smf/index.php?topic=163276.2475.msg7489829#msg7489829): Madman198237, Egan_BW, AC, khang36
(0) Anti-Crystal Sonic Shells:
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on June 20, 2017, 10:30:05 am
We can revise in better adamantine, spending a full design is wasteful. More mages will mean we'll have more of our spells going out and be able to deploy more spell-heavy constructs like the airship.
Quote from: Design Vote Tally
(5) Magical Academy (http://www.bay12forums.com/smf/index.php?topic=163276.2460.msg7489257#msg7489257): detoxicated, Kashyyk, NUKE9.13, Happerry, Taricus
(4) Mithril (http://www.bay12forums.com/smf/index.php?topic=163276.2475.msg7489829#msg7489829): Madman198237, Egan_BW, AC, khang36
(0) Anti-Crystal Sonic Shells:
Title: Re: Wands Race - [Moskurg]
Post by: Egan_BW on June 20, 2017, 10:33:49 am
Quote from: Design Vote Tally
(6) Magical Academy (http://www.bay12forums.com/smf/index.php?topic=163276.2460.msg7489257#msg7489257): detoxicated, Kashyyk, NUKE9.13, Happerry, Taricus, Egan_BW
(3) Mithril (http://www.bay12forums.com/smf/index.php?topic=163276.2475.msg7489829#msg7489829): Madman198237, AC, khang36
(0) Anti-Crystal Sonic Shells:

I'm fine with either, I just don't want to waste time on a tie.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on June 20, 2017, 10:35:01 am
Seems like the academy is winning.  I'll roll up designs in an hour or so.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 20, 2017, 10:43:20 am
No, we won't waste a design, and no, it's not revision scale.

This aims to upgrade every single weapon and armor system we have.
If that isn't worth a design, for surety if NOTHING else, then nothing is.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on June 20, 2017, 10:44:46 am
The infrastructure to use a magical metal everywhere is already in place, all we need to do is swap out the metal in question.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 20, 2017, 10:48:49 am
Really?

Well then, can we agree that the best result this turn is to make it nigh-impossible for the enemies to continue sniping down our mages? An academy is CUTE, but we're losing mages and commanders faster than Arstotzka produces salt, and, to use technical phrase, ain't good. Producing this metal in a DESIGN gives it all the qualities we want, guaranteed, and also ensures the price doesn't jump or anything. We aren't "slightly" improving this metal, we're making it incredibly hard and simultaneously very tough. Also, doing it this way saves the REVISION for armor that will protect our men, especially our valuable mages, from Arstotzkan handcannons.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on June 20, 2017, 10:50:56 am
We can revise Adamantine's tensile strength and hardness.
Title: Re: Wands Race - [Moskurg]
Post by: Khang36 on June 20, 2017, 10:51:31 am
But you see we don't care that they are killing our mages we just care that we can get more mages to replace the ones we lost.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 20, 2017, 12:16:25 pm
Which is a good way to negate our numbers entirely.

First we keep them from killing off our mages, THEN we get more mages. The first option does EXACTLY what the second one does, in effect. It just does it better, since we'll also gain protection for our officers and, hopefully, our regular troops.

So, TLDR:
Mithril does everything the Academy does, but better, with advantages for other areas.
Title: Re: Wands Race - [Moskurg]
Post by: Khang36 on June 20, 2017, 12:22:49 pm
While i my self would prefer the mitheral the advantage of the academy is that we will have more mages to fill in the roles that mitheral will not help in like having enough mages for our balistas and war pagisis
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 20, 2017, 12:26:29 pm
If we can keep them from getting killed, and upgrade our infantry, we won't NEED ballistae. But next turn we can spend the design and get all the mages we need, AND we'll have durable airships for them to fly, AND they'll be armored better than the Arstotzkans. And we will look extremely cool.

And plus, if SMMI gets in here to vote, Mithril might end up leading again. Although I gotta check numbers. Nope, it'll tie up again.

Hopefully they see some of my arguments for Mithril. I really think it'll work better, seeing as how it prevents us from merely having more mages to lose.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on June 20, 2017, 12:29:31 pm
Honestly I think my big arguments against mithril is that we can revise adamantine, the stuff is basically that malleable in it's properties, and then name of the new substance (I mean, mithril? You're joking right? Come up with something better :P )
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 20, 2017, 12:38:41 pm
Why not mithril? It has pretty much exactly the properties I'm looking for.

And no, it's not revision scale. It upgrades almost every single piece of our military equipment that is worth using right now.
And for the revision, we can make armor almost equal to Arstotzka's, except lighter and worn by troops that are more plentiful.

Also, like I said: By keeping the Arstotzkans from shooting down, sinking, or just regular ol' shooting our mages, we get exactly what you want to get, and then some.

Emphasis, emphasis everywhere!
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 20, 2017, 12:43:30 pm
:/

So, creating all-new armour is a revision. But making a stronger variant of Adamantium is a design?

Anyway, I understand what you are trying to say, I just disagree. I think more mages = more mages, whereas stronger metal = maybe slightly increased mage survivability.
Title: Re: Wands Race - [Moskurg]
Post by: Khang36 on June 20, 2017, 12:48:33 pm
Yep more mages but screw our normal forces they can deal with the enemy's new armor with what they have at hand.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 20, 2017, 01:17:06 pm
Yes, it is a revision.

It'd be updating lamellar to have more complete coverage. Actually, it'd likely be upgrading scale armor as well, since adamantine scales won't have the not-very-strong disadvantages of steel or copper scales.

Basically, we have the armor tech. But more mages is more mages, but they're GETTING KILLED. Better adamantine, even without an armor revision, means MORE MAGES because our armor will protect them from mage-hunters' bows, shrapnel, and even handcannon shots, far more effectively than we do at present. Basically, the academy runs the risk that they increase the numbers of handcannons deployed (Every Arstotzkan with a hand cannon?) and then we lose everything. Improving adamantine to the point where a reasonable armor thickness can protect against handcannon rounds is our best bet for having more effective strength with mages AND regular infantry.


Or, you know, he's forgotten about it already and he's not going to get to it til tomorrow. Personally, I'm hoping that's the case, because I think people need to see this discussion before voting.
Title: Re: Wands Race - [Moskurg]
Post by: Egan_BW on June 20, 2017, 01:25:03 pm
I still think it's vital that we use the revision for Defy Resistance. Lightning rods were mentioned many times in the last turn, and seem to have been the major factor that turned the advantage away from us winning every theatre.
Better metal would be very good here, but more mages is pretty much a straight upgrade to everything we do, so I'll settle for either but would prefer the mythril.

Quote from: Design Vote Tally
(5) Magical Academy (http://www.bay12forums.com/smf/index.php?topic=163276.2460.msg7489257#msg7489257): detoxicated, Kashyyk, NUKE9.13, Happerry, Taricus,
(4) Mithril (http://www.bay12forums.com/smf/index.php?topic=163276.2475.msg7489829#msg7489829): Madman198237, AC, khang36, Egan_BW
(0) Anti-Crystal Sonic Shells:

Yes, I'm flip-flopping. It's my right. :P
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on June 20, 2017, 01:25:45 pm
Madman, I think you may've burnt people out on discussion :P
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 20, 2017, 01:29:55 pm
My plans for Arms Race domination advance!
*ahem*

Nothing, nothing at all.


But seriously, I would much rather see advanced adamantine, then the mages to wear it, rather than the other way around. After all, nobody wants to see naked Moskurger mages doing cartwheels in front of batteries of Arstotzkan handcannons.
Title: Re: Wands Race - [Moskurg]
Post by: Egan_BW on June 20, 2017, 01:29:58 pm
Last turn we started getting shot at by small arms and started getting into melee. This is why I think it's a good idea to upgrade metal now, because better armor and better melee weapons will solve both these problems. Better metal is what we need now, more mages is something that could help us anytime.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on June 20, 2017, 01:33:40 pm
Name the academy after the daughter of the sultan...
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on June 20, 2017, 02:02:14 pm
More mages means more lightning, ballista, siroccos, airships and carpets, which will all reduce the number of arstotzkans reaching us in melee. At that point it won't matter if we're not using mythril because we'll have a numbers advantage.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 20, 2017, 02:14:20 pm
We HAVE a numbers advantage.

It's not doing enough.


You like the numbers advantage? So do I. Upgrading adamantine helps everything. We won't get more carpets, airships, Siroccos, or ballistae (Though we will get more ACCURATE ballistae) because those are being operated to the limits of production, not to the limits of the availability of mages.

However, we can turn our airships, Siroccos, mages, soldiers, and weapons into armored killing machines by upgrading adamantine to the level of toughness it needs.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 20, 2017, 02:26:05 pm
We won't get more carpets, airships, Siroccos, or ballistae because those are being operated to the limits of production, not to the limits of the availability of mages.
That's not true. eS has stated multiple times that we are short on mages, and are thus for example fielding less ballistae than we could.

I think we could create improved armour with a revision (albeit not something on the level of Arstotzka's platemail), which could increase the survivability of our mages. Alternatively, we could amp up Cyclone Shield to the point where it can deflect handcannon rounds. Or we could finally make Detect Snipers, which would also deal with their mage-hunters.
Title: Re: Wands Race - [Moskurg]
Post by: Atomic Chicken on June 20, 2017, 02:34:27 pm
All right, everyone's made good, solid arguments in favour of the two leading designs. I don't think there's much to be added beyond what's already been said, so how about letting this cool off for a while? It looks like we're dangerously close to entering the forbidden salt zone at the moment.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 20, 2017, 03:21:00 pm
I don't think so.


NUKE, it WAS mentioned that we're underutilizing ballistae. I forgot when writing that the ballistae presently need mages to keep up the enchantments. However, we will not get more carpets, airships, or Siroccos, because the Sirocco is fully utilized (No competition for mage-use at sea, and each theater is independent), the airships are VE because of technical reasons, and the carpets and airships are the things drawing mages away from ballistae.

So all we might gain is some ballistae, which are presently outranged for the most part. When Arstotzka makes its infantry advantages, ballistae require a near-direct hit to get enough of the Firestorm goo on enemies to cook them.

Yes, AC, most of the arguments have been made and we're mostly pointlessly going back and forth over what's more valuable. It'd basically require both of us to outline our entire methodologies in order to spot further problems or points of contention. For instance: NUKE explained his reasoning by saying that we're short of mages, and therefore get more of everything with more mages. I can now refute that, because I know WHY he thinks that is the case.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on June 20, 2017, 03:41:55 pm
Design: Magical Academy [6+1, 2-1, 3+1]

After the flounderimg attempt to improve the education of our mages a couple years ago, we take the time to actually set up a dedicated Academy to teach young minds how to control the gifts given to them by Allsh.

Unlike Arstotzka's Academy for Adequate Apprenticeship, Moskurg's Apprentice Gramary for Inter-magical Competency focuses more on improving the apprentices that we do have rather than gaining new ones.  By using our mind-linking magic, a single professor can impart his knowledge into up to two dozen students at once over the course of a week.  Naturally, education is no replacement for practical training, but M.A.G.I.C. gives the students enough of a foundation to be more comptetent than a traditional apprentice.  Students of this Gramary quickly gain the ability to cast wizard-level spells after only a little bit of training and can generally pass the exam to gain the title of a Full-Fledged Wizard.  Due to the method in which we educate the apprentices, the school doesn't exactly increase the number of magic users we have as it does increase their skill level.

Currently, the only person approved to impart his wisdom on the fresh, younge minds is al-Mutriqa, who returns from the front for a week or two each year to accelerate the training of the next batch of Apprentices.  Apprentices trained by this fanatical, rather crazed individual themselves tend to gain a rather reckless demeanor towards magic, but our Researcher Priests assure us that it's nothing to be worried about.

Because al-Mutriqa is the only one who can train these young minds, the Gramary is a National Effort.
Title: Re: Wands Race - [Moskurg]
Post by: Egan_BW on June 20, 2017, 03:46:14 pm
Quote
(1) Defy Resistance (http://www.bay12forums.com/smf/index.php?topic=163276.msg7489605#msg7489605) Egan_BW
I really want this.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 20, 2017, 04:03:37 pm
How about this (Better use, AND better fluff! Who doesn't love it?)

Heretics' Downfall
Those who wish to control the weather have always done so through the power of Allah. Those that control this power without doing so are, therefore, heretics and must die. This change to our lightning spells will do that. By adding direction and purpose to the bolts, the purpose of destroying the Arstotzkan unbelievers and the direction to do so, the Spear and the Hammer both seek out crystal constructs rather than metal, striking them directly, and striking crystal far more often than anything or anywhere else.

Basically, I want to redirect lightning, but I want to do it with style.
Plus this turns the Hammer into what amounts to the Spear on steroids (Calls down MORE LIGHTNING, and now has rudimentary crystal-seeking guidance!) and should allow us to annihilate all their cannons. And their infantry. And everything else they ever wanted to not watch die in a blaze of heavenly glory and death.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 20, 2017, 04:08:21 pm
So... does being a National Effort mean we only get a handful more mages, or does it mean we can 'deploy' al-Mutriqa to the school to get a decent amount more?

Anyway. You're worried about our mages getting sniped? We can deal with that problem.

Detect Sniper: Much like ambushes are detected by Detect Ambush, Detect Sniper... detects snipers. Because really, what is a sniper but a long-ranged ambusher?
The spell is designed to be relatively easy to cast, and pick up on the 'sniper mindset' emanating from potential snipers at up to long range. Once detected, the mage has a wealth of options available to him; a rightful blasting with Spear of Allah, sending a cavalry patrol to run down the intruder, or simply relocate to a less vulnerable position.

Quote
(1) Defy Resistance (http://www.bay12forums.com/smf/index.php?topic=163276.msg7489605#msg7489605) Egan_BW
(1) Detect Sniper: NUKE9.13
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 20, 2017, 04:18:32 pm
Detect Sniper is unnecessary.

Just make crystal-homing blasts of lightning. Skip the finding, and go straight to the righteous blasting!
Title: Re: Wands Race - [Moskurg]
Post by: Atomic Chicken on June 20, 2017, 04:31:32 pm
Could we perhaps implement something like Detect Sniper as part of a revision to Antichronic Reverbemancy? The former seems a little too specific whilst the latter is uselessly half-done.

Leaning towards a lightning fix this round, but I'll wait until others have expressed their opinion before casting my vote.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on June 20, 2017, 05:07:15 pm
I think it'd be best if we could revise the academy so that al-mutriqa isn't the only teacher; it'd mean that we could improve more mages and they aren't likely to share his temperament.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 20, 2017, 05:15:24 pm
Right now, more destruction is EXACTLY what we want.

That or we change the academy so al-Mutriqa becomes more powerful as a result of interacting with apprentices? As in, reverse the flow of personality, stabilizing our wizard (Possibly removing some of the extreme battle-poetry stuff) and making him thus more capable of killing things calmly?
Yeah, nevermind. Not worth the effort right now.


We don't need to fix the academy yet, it's giving us the extra full mages we want. Next turn we use the revision to make it better, but for now using our new source of magical power we can cast more lightning bolts, and so we need to make said bolts deadlier. Much deadlier.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on June 20, 2017, 05:18:41 pm
More full extra mages would be very helpful; more lightning being called down and more ballistas with lucky strike cast on them.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 20, 2017, 07:37:32 pm
Yes, but making our lightning 4x as effective is even better. Because it will first require only one hit to take out an Arstotzkan, and secondly will hit them more often than lightning did before.

We literally can't lose if it goes well. Like I said: We agree that the Hammer is effective. Let's make it even better, with a spell that ALSO dodges ALL of Arstotzka's protection.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 20, 2017, 07:59:49 pm
Quote
(1) Defy Resistance (http://www.bay12forums.com/smf/index.php?topic=163276.msg7489605#msg7489605) Egan_BW
(1) Detect Sniper: NUKE9.13
(1) Heretic's Downfall: Madman198237
Title: Re: Wands Race - [Moskurg]
Post by: Egan_BW on June 20, 2017, 08:03:12 pm
Fixing our lightning will DOUBLE the effectiveness of our lightning, we'd have to have enough mages to cast twice as many bolts before that option becomes better.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 20, 2017, 08:25:02 pm
No, it will do more than that. I should've been clearer. By making our lightning actively seek out crystals, we increase the effectiveness by hitting targets with bolts that, previously, would've just hit the ground.
Title: Re: Wands Race - [Moskurg]
Post by: Egan_BW on June 20, 2017, 08:27:26 pm
If the bolts seek out crystal, it seems likely that it might not even harm the user of whatever crystal equipment. And they might use crystal as decoys. My revision aims directly for the soft fleshy bits, which are much more vulnerable to damage from lightning than crystal.
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on June 20, 2017, 08:42:39 pm
Idea: Next turn we direct the THUNDER from our god's LIGHTNING to to a frequency that will deafen our enemys, and shatter their crystals.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 20, 2017, 09:04:30 pm
Ummm.....

If the bolt can't destroy their crystal armor in one hit and kill them, your design is screwed, Egan. Remember: THEY HAVE FULL-BODY CRYSTAL ARMOR. Also, if we can't kill their bloody crystal platemail with a DIRECT LIGHTNING HIT, we can't kill their cannons and warships with MULTIPLE DIRECT HITS, then we might as well quit, because eS has been taking mental naps while writing Arstotzkan designs (He hasn't, and we know for a FACT that a direct hit will damage crystal. Also, we can kill an unshielded Arstotzky who's lost his antenna/lightning rod/metal stick of bull crap [not actually mad about that. OK, so I am, but it's more a "they countered our lightning" than a "Rifled what?" scenario] in one hit, meaning our lightning works against the crystals, just not against the lightning rods)

Also, guess what Design #1 is for Arstotzka this turn?
BETTER LIGHTNING RODS, probably ones that don't shatter when hit.

So we need to go around them, and/or deploy our own "BECAUSE IT'S MAGIC" and make lightning bolts hit so violently that the metal rods get incinerated along with the soldier in question. But, basically, we MUST not get caught flat-footed here. We can't let them disable our best killing spell. Heretic's Downfall does that and more. We'll not only have complete use of lightning again, we'll also have more POWERFUL lightning, since it will ALMOST ALWAYS HIT, at least with a good roll.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on June 20, 2017, 09:14:52 pm
Dude.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 20, 2017, 09:18:40 pm
?

Capitalization is cause I was feeling too lazy to use italics.

No ctrl-I is a pain, OK?
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 21, 2017, 01:55:30 am
:/

We'll not only have complete use of lightning again, we'll also have more POWERFUL lightning, since it will ALMOST ALWAYS HIT, at least with a good roll.
Ever the optimist.

...ah, you know what, fine. I don't want to just go back and forth for the rest of the game designing ever better lightning that bypasses ever better lightning rods, but I guess we can spend one revision countering their counter.

Quote
(1) Defy Resistance (http://www.bay12forums.com/smf/index.php?topic=163276.msg7489605#msg7489605) Egan_BW
(0) Detect Sniper:
(2) Heretic's Downfall: Madman198237, NUKE9.13

Let it be known that I think this revision is overambitious to a fault. But there are two outcomes possible: either it works, in which case great, or it doesn't, in which case maybe Madman will calm down a little. Win-win.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on June 21, 2017, 02:45:12 am
Quote
(1) Defy Resistance (http://www.bay12forums.com/smf/index.php?topic=163276.msg7489605#msg7489605) Egan_BW
(0) Detect Sniper (http://www.bay12forums.com/smf/index.php?topic=163276.msg7490629#msg7490629)
(3) Heretic's Downfall (http://www.bay12forums.com/smf/index.php?topic=163276.msg7490618#msg7490618): Madman198237, NUKE9.13, Kashyyk

Yeah sure. Pretty much the same stance as NUKE.

I suspect you'll be wanting to try Mythril again next design, hey Madman?
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 21, 2017, 07:02:36 am
Well, yes.

Because it's a good idea.


Further personal attacks may be directed to the nearest waste receptacle.




But seriously. It's a better plan. One idea hopes to have lightning strike people, the other strike crystal. And we're probably safe, since eS has specifically said he does not want back-and-forth of counter/counter-counter/counter-counter-counter crap. Because that would be unimaginative, and terribly uninteresting. The battle reports would like read something along the lines of "Well, Group of Idiots #1 countered Group of Idiot's #2's last counter, while GoI #2 countered their new counter, preemptively. Nothing has changed, read last battle report and add 1 to all gains."
Title: Re: Wands Race - [Moskurg]
Post by: Atomic Chicken on June 21, 2017, 12:26:03 pm
Quote from: Revision Votes
(1) Defy Resistance (http://www.bay12forums.com/smf/index.php?topic=163276.msg7489605#msg7489605) Egan_BW
(0) Detect Sniper (http://www.bay12forums.com/smf/index.php?topic=163276.msg7490629#msg7490629)
(4) Heretics' Downfall (http://www.bay12forums.com/smf/index.php?topic=163276.msg7490618#msg7490618): Madman198237, NUKE9.13, Kashyyk, AC
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on June 21, 2017, 02:11:25 pm
Revision: Heretics' Downfall [4]
Essentially just a firmer grasp of command over the elements of lightning, Heretics' Downfall is a method to draw the route of a bolt of lightning for it.  Lightning prefers the path of least resistance, but through this spell we can "encourage" it down another path instead.

We can't make lightning do impossible feats, however; we can't make a bolt of lightning travel in one direction through water, dispell the jagged lines as it travels along, or make it resist the allure of the earth below, but we should be able to make it jump from the lightning rod towards the enemy.  We haven't figured out how to make it "seek" enemy crystal, sadly, but at least now we have a way around their lightning rods...at least, until they develop something better.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 21, 2017, 02:23:46 pm
Is this a premonition that they're already working on something else?
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on June 21, 2017, 02:25:37 pm
I'm pre-empting the salt for when they design a counter for your counter for their counter for your counter.

Please vote on the thesis to present.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 21, 2017, 02:57:36 pm
So, I'm not sure how much 'original research' the princess is allowed to do. Provided she is allowed to study topics we have yet to investigate, I present:
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 21, 2017, 03:49:31 pm
Well, the thesis is not specifically a written thesis. We all appear to have had the knee-jerk "Oh great, essay" reaction (Or maybe you guys are all terrible overachievers halfway decent writers and therefore enjoy essays more than me and my aching wrist), but other "Thesis" projects include streamlined circuitry. Meaning gadgetry.

Our Princess has become a little unstable, enjoys daring tricks, and enjoys accurately zapping things with wands of lightning. (It seemed more reasonable than trying to overjustify a foray into our Wand of Heroism's wondrous traits)
Speaking of which, should we use the Wand next turn? Perhaps we could devise a version that increases intelligence, improving our research, strategies, and tactics.


Oops, hope I don't get edit-ninja'd.

I'll try and set up a vote box here. Let me know if I've managed to miss a thesis proposal.
Quote from: Thesises! Thesi? Thesisses?
0 Weather Magic in the Light of Allah's Will (More control over weather magic):
0 Stellar Divination (Seeing the future):
1 Magical Propulsion (Improved carpets [Carpet-shaped again!]): Madman198237
Shameless self-vote again, I know, but I really think we stand the best chance if we do something that would cater to our heir's tastes. And plus, who doesn't agree that royalty flying to meetings on a carpet (That isn't awkwardly rolled up and saddled) isn't the best kind of royalty?
Title: Re: Wands Race - [Moskurg]
Post by: Egan_BW on June 21, 2017, 06:04:14 pm
...at least, until they develop something better.
Uh-huh. No back and forth, you said.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 21, 2017, 07:23:31 pm
I agree with Egan.

If they nerf lightning, we dissolve crystals.


It's only fair.


(Blackmailing the GM! WOOO! Wait, are you guys SURE this is a good idea?)
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on June 21, 2017, 07:48:19 pm
I agree with Egan.

If they nerf lightning, we dissolve crystals.


It's only fair.


(Blackmailing the GM! WOOO! Wait, are you guys SURE this is a good idea?)
(Y̷̢̭̥̼̮̲̘̰̞͓̦̩̱̥̥̓ͪ͋ͦ̈́͒͐̂̽̏ͤ̉ͭ̉̓͋ͨ͢͢ͅ.̸̴̯͎͕̤͕͍̤̫͈͙͖̈̃̿̿͑̊̈́͋ͫ̅ͬ͊̕ͅ ̴͉͙̘̣̦̱͔̰̟̱̣͎͍̩̙̩̼̬̣̄͌́͂̈́̎ͫ̚̕͝Ḝ̶̛̭̲̲͓̤̭̙̜̙̤̜̱̺̬̳̭͒̄̒ͮ̌̋.̷̭̖̻̻̞̤̣͕̾ͣ̇̈̂̽̈͋̓ͫ͑̿̚̚͜ ̷̨͇̟̜̱̞̲̪ͦ̆͒̋ͩ̏̋̎́͠S̵ͤ͐ͥ͋̉͒́̿̓̎͆҉̗͎̰̝̮̖̟̜̟.͛ͫ̈́́̓͂͐ͧͩͭͯ̿̎̊ͯ̚͏̜̘̪̱͍̼̝͇̳)
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 22, 2017, 03:04:47 am
Hmm. I think Madman's thesis is the best option so far, certainly the most appropriate to her character, whilst not being overly ambitious.
Although, it could maybe use some more detail? Like, how did she make the carpet stay carpet-shaped? Maybe some description of her research process? I dunno.

Quote from: Thesises! Thesi? Thesisses? (It's Theses)
0 Weather Magic in the Light of Allah's Will (More control over weather magic):
0 Stellar Divination (Seeing the future):
2 Magical Propulsion (Improved carpets [Carpet-shaped again!]): Madman198237, NUKE9.13
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on June 22, 2017, 06:22:13 am
Madman's was actually quite similar to a thesis I was meaning to write, so I'll get behind that too.

Quote from: Thesises! Thesi? Thesisses? (It's Theses)
0 Weather Magic in the Light of Allah's Will (More control over weather magic):
0 Stellar Divination (Seeing the future):
3 Magical Propulsion (Improved carpets [Carpet-shaped again!]): Madman198237, NUKE9.13, Kashyyk
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 22, 2017, 07:21:07 am
If you guys want, I can propose HOW, although I was, as you may have noticed, writing it from the point of view of an observer. In fact, I think I know a bit about how....

OK, modified. It's a bit more detailed now. I think that that will work, but please, somebody check it for me.
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on June 22, 2017, 08:58:15 am

290 words so I have plenty of room to expand on things. Any recommendations?
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 22, 2017, 09:22:32 am
Would a teenager actually every write like that?

Also, you misspelled "carpet" near the bottom. Heil Grammar!
Title: Re: Wands Race - [Moskurg]
Post by: Atomic Chicken on June 22, 2017, 12:29:51 pm
So, I've written my own thesis submission. It's basically on Hayat's pioneering research on primitive light bulbs.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 22, 2017, 12:41:01 pm
Given her "chaotic and destructive behavior" learned from al-Mutriqa, wouldn't she be a little bit less than interested in how the Wand of Lightning Bolts makes things glow?
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on June 22, 2017, 12:50:47 pm
Would a teenager actually every write like that?

Also, you misspelled "carpet" near the bottom. Heil Grammar!
Listen, we're ghost writing the damn thing anyway, might as well try to address the concerns that was had on the political side and make our charge look level headed and thoughtful or whatever. Besides, this is a 10th century teenager, she's basically already middleaged.
Title: Re: Wands Race - [Moskurg]
Post by: Atomic Chicken on June 22, 2017, 12:54:39 pm
Given her "chaotic and destructive behavior" learned from al-Mutriqa, wouldn't she be a little bit less than interested in how the Wand of Lightning Bolts makes things glow?

Well, it's not like she's doing any of this thesis-writing out of her own free will, right? May as well contribute to the development of Moskurger technology in the process. Besides, learning how to rearrange carpets to facilitate acrobatics/load-bearing doesn't quite strike me as destructive either, for that matter.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 22, 2017, 12:57:52 pm
No, but her other love is of flying. It would be entirely natural for her to tinker with carpets. A lot.

Whereas she doesn't really care, evidently, for calm scholarliness and studying, instead skipping boring things like evening prayers and whatnot.
Title: Re: Wands Race - [Moskurg]
Post by: Atomic Chicken on June 22, 2017, 01:07:02 pm
The requirement was to write a thesis on whatever subject we deemed relevant, not to restrict ourselves by our perception of the heiress based on a couple of sentences. For all we know, she could have stolen the research and bribed/murdered the original author. Fluff like this doesn't really matter, in my opinion.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 22, 2017, 01:17:32 pm
But we never know whether or not it matters in eS's opinion. Actually, I suspect that realistic theses will be more highly considered, but who knows. If we knew that they weren't, I'd write up a thesis about our princess being a crazed lightning-wielding maniac who devised a method to precisely control lightning to hit what she wanted, when she wanted.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 23, 2017, 08:00:29 am
I kind of love the Kahrab Light Orb. Partly because the smatterings of Arabic, partly because I don't like Arstotzka being the only one with magitech and would really like to develop more electrical technology.
Also, I can actually see Hayat messing around with lightning wands to do stupid stuff like make wires glow. She is described as being chaotic, and not as interested in prayer as most mages, but that doesn't mean she is not curious about the world. She could be an eccentric inventor type, constantly breaking rules and conventions in the name of !!SCIENCE!!

Quote from: Thesises! Thesi? Thesisses? (It's Theses)
0 Weather Magic in the Light of Allah's Will (More control over weather magic):
0 Stellar Divination (Seeing the future):
2 Magical Propulsion (Improved carpets [Carpet-shaped again!]): Madman198237, Kashyyk
1 Kahrab Light Orb (Lightbulbs): NUKE9.13
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on June 23, 2017, 08:42:35 am
Quote from: Thesises! Thesi? Thesisses? (It's Theses)
0 Weather Magic in the Light of Allah's Will (More control over weather magic):
0 Stellar Divination (Seeing the future):
2 Magical Propulsion (Improved carpets [Carpet-shaped again!]): Madman198237, Kashyyk
2 Kahrab Light Orb (Lightbulbs): NUKE9.13, SMMI

It's not a powerful advancement, but I like the writing
Title: Re: Wands Race - [Moskurg]
Post by: Atomic Chicken on June 23, 2017, 09:26:48 am
Thank you!

Partly because the smatterings of Arabic
To be fair, most of it is actually anglicised pseudo-Arabic rather than the real thing.

Self-voting to prevent turn delays over the tie. Hope no one minds.

Quote from: Thesises! Thesi? Thesisses? (It's Theses)
(0) Weather Magic in the Light of Allah's Will (http://www.bay12forums.com/smf/index.php?topic=163276.2490.msg7489903#msg7489903) (More control over weather magic):
(0) Stellar Divination (http://www.bay12forums.com/smf/index.php?topic=163276.2550.msg7491556#msg7491556) (Seeing the future):
(2) Magical Propulsion (http://www.bay12forums.com/smf/index.php?topic=163276.2550.msg7491608#msg7491608) (Improved carpets [Carpet-shaped again!]): Madman198237, Kashyyk
(0) An Observation of Ambient Mana and Applied Applications (http://www.bay12forums.com/smf/index.php?topic=163276.2550.msg7492218#msg7492218)
(3) Kahrab Light Orb (http://www.bay12forums.com/smf/index.php?topic=163276.msg7492366#msg7492366) (Lightbulbs): NUKE9.13, SMMI, AC
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 23, 2017, 09:48:07 am
Why though?

Working with carpets is so much more suited to her personality. She's the princess. She's not likely going to work on glowly fibers and strips of metals when she could be doing something fun instead. And she considers carpet stunts fun.

Not to mention, what does light bulbs get us, again? And why is magitech even a reason to vote for them? Who cares if Arstotzka has magitech? ES is balancing the game so that no field of magic is better than another.
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on June 23, 2017, 09:52:37 am
As far as I know, the actual Thesis doesn't do anything mechanically besides give us an opportunity at a research credit. If eS could elaborate on that I would appreciate it.
Title: Re: Wands Race - [Moskurg]
Post by: Atomic Chicken on June 23, 2017, 10:33:27 am
Working with carpets is so much more suited to her personality. She's the princess. She's not likely going to work on glowly fibers and strips of metals when she could be doing something fun instead. And she considers carpet stunts fun.

This:
Also, I can actually see Hayat messing around with lightning wands to do stupid stuff like make wires glow. She is described as being chaotic, and not as interested in prayer as most mages, but that doesn't mean she is not curious about the world. She could be an eccentric inventor type, constantly breaking rules and conventions in the name of !!SCIENCE!!

I know several kids with attention-deficit disorders who hate studying from conventional textbooks but love messing around with circuitry and other hands-on stuff when given the opportunity. I imagine our own Lord of Chaos is capable of taking joy in a similar fashion, especially if some artistic license is applied.

(To be frank, I chose this topic simply because it seemed like a fun application of Moskurg's existing magic/technology. Not to say that I don't see your point, but I wouldn't worry about it too much if I were you.)
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 23, 2017, 11:48:41 am
I still want fixed carpets, since it's so natural and the phrase "Now carries more Firestorm grenades on the more spacious carpet. Not to mention it's faster and gets shot down less." suits me much more than "We have glowy thingies. They glow. We have no practical applications at this time, since we don't have continuous sources of lightning. But they glow. A little."
Title: Re: Wands Race - [Moskurg]
Post by: Iituem on June 23, 2017, 12:03:59 pm
Edit:  Snipped to avoid potential bias.  Going to maintain neutrality in this as a watcher.
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on June 23, 2017, 12:22:09 pm
Quote from: Thesises! Thesi? Thesisses? (It's Theses)
(0) Weather Magic in the Light of Allah's Will (http://www.bay12forums.com/smf/index.php?topic=163276.2490.msg7489903#msg7489903) (More control over weather magic):
(0) Stellar Divination (http://www.bay12forums.com/smf/index.php?topic=163276.2550.msg7491556#msg7491556) (Seeing the future):
(3) Magical Propulsion (http://www.bay12forums.com/smf/index.php?topic=163276.2550.msg7491608#msg7491608) (Improved carpets [Carpet-shaped again!]): Madman198237, Kashyyk, Crazyabe
(0) An Observation of Ambient Mana and Applied Applications (http://www.bay12forums.com/smf/index.php?topic=163276.2550.msg7492218#msg7492218)
(3) Kahrab Light Orb (http://www.bay12forums.com/smf/index.php?topic=163276.msg7492366#msg7492366) (Lightbulbs): NUKE9.13, SMMI, AC
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on June 23, 2017, 12:42:13 pm
Quote from: Thesises! Thesi? Thesisses? (It's Theses)
(0) Weather Magic in the Light of Allah's Will (http://www.bay12forums.com/smf/index.php?topic=163276.2490.msg7489903#msg7489903) (More control over weather magic):
(0) Stellar Divination (http://www.bay12forums.com/smf/index.php?topic=163276.2550.msg7491556#msg7491556) (Seeing the future):
(2) Magical Propulsion (http://www.bay12forums.com/smf/index.php?topic=163276.2550.msg7491608#msg7491608) (Improved carpets [Carpet-shaped again!]): Madman198237, Crazyabe
(0) An Observation of Ambient Mana and Applied Applications (http://www.bay12forums.com/smf/index.php?topic=163276.2550.msg7492218#msg7492218)
(4) Kahrab Light Orb (http://www.bay12forums.com/smf/index.php?topic=163276.msg7492366#msg7492366) (Lightbulbs): NUKE9.13, SMMI, AC, Kashyyk

Whilst I do like the idea of Magical Propulsion, as far as I'm aware, the topic of the thesis doesn't limit what our research credit can be used for, so I'm going to switch over to the Light Orb.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 23, 2017, 12:45:13 pm
But why?

This WOULD probably (Hopefully) get us an advantage in carpets, and it will be likely better for the credit, as logic dictates that if it's something the Princess is interested in, she'll do better work/we'll get the credit because working to her likes is logical. Much more so than...lightbulbs.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 23, 2017, 01:09:48 pm
She is also interested in the wand of thunderbolts. Carpet riding is not the only thing she is interested in. Also, if we want to win the credit, we will need to produce the best possible thesis, not the one that would give us the greatest advantage if the stuff it described was deployed. I mean, that's what we're doing this for, remember? This isn't eS saying "You get an extra revision this turn, but you have to present it in a weird way".
Also also, if we do actually get the product of the thesis as a free revision, building knowledge of electricity is not a bad thing. Electric motors, powered by WoTs, could be pretty useful.
Title: Re: Wands Race - [Moskurg]
Post by: Atomic Chicken on June 23, 2017, 01:11:49 pm
We have no practical applications at this time, since we don't have continuous sources of lightning.

This reminds me, if we ever need to develop an infinite source of electricity for railguns or whatever, all we need to do is design a simple thermoelectric generator. The fact that we can set adamantium to different fixed temperatures means we can set up a permanent temperature gradient for limitless electricity production via the Seebeck effect.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 23, 2017, 01:28:52 pm
Evicted, we're breaking the laws of thermodynamics.


And it's all your fault.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on June 23, 2017, 01:30:36 pm
It's magic, man.  It's all fucking magic and everyone gets mad when I have to make it balanced.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 23, 2017, 02:02:41 pm
No, specifically because a constant temperature wasn't a part of the original adamantine design plan, as I recall. And you put it in, and now look what you've done? Conservation violated everywhere! Entropy, vanishing before your eyes! The LAWS OF THERMODYNAMICS are disintegrating!

You maniac! Look what you've done!
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 23, 2017, 02:09:44 pm
No, specifically because a constant temperature wasn't a part of the original adamantine design plan, as I recall. And you put it in, and now look what you've done? Conservation violated everywhere! Entropy, vanishing before your eyes! The LAWS OF THERMODYNAMICS are disintegrating!

You maniac! Look what you've done!
:/
I mean, I'm pretty sure summoning fireballs out of thin air isn't covered by the laws of thermodynamics. I dunno, I can't remember them all of the top of my head. Maybe one of them mentions fireballs.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on June 23, 2017, 02:18:54 pm
Go for the weather thesis guys as it goes into deep detail of magic...
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 23, 2017, 02:19:17 pm
Yeah, it's the fourth law of thermodynamics.
Sadly, it was disproven in the 11th century.


But hey, we haven't reached then yet, so THROW MORE FIREBALLS!
Title: Re: Wands Race - [Moskurg]
Post by: Atomic Chicken on June 23, 2017, 02:20:32 pm
Eh, we've been violating the laws of thermodynamics since turn 1...that's kind of the basic underlying principle of magic, I think.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on June 23, 2017, 05:27:08 pm
Votes locked.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on June 26, 2017, 10:02:40 am
How's the turn going evicted?
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on June 26, 2017, 10:04:14 am
Alright.  I got distracted by the steam summer sale.

I'll have the report out soon enough.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on June 27, 2017, 10:41:13 pm
Combat for 941

Moskurg spends their design this year matching Arstotzka's Academy for Adequate Apprenticeship with their own university, the Moskurg Apprentice Gramary for Inter-magical Competency.  Unlike the AAAA, which gathers anyone from the country side with even the most remote ability to cast magic, the MAGIC uses Moskurg's mind-bending abilities to transfer some of the knowledge and skill from their more advanced wizards to their less-skilled apprentices.  The result is more higher-leveled apprentices, many of whom are Wizard-Level in skill.  They don't have any more magic-users than before, but they do have more skilled users now.  They spend their revision once again improving their control over the fickle force of nature that has been their main-stay for the past few turns.  Titled "Heretics Fallacy", this frightening spell allows user to exert greater control over where and how lightning strikes.  They can't force it to perform impossible tasks, but they can encourage it to flow through an Arstotzkan soldier rather than down a lightning rod.

Arstotzka spends their design delving into new ammo types.  Titled "Blastshells" after the spell developed to power their weapons without steam, these shells have a hollow tube down the center.  A circuit-scroll with magegems powering it can be inserted into the shell before firing, allowing for an additional fireblast spell to occur in a directed fashion on firing for additional range, or to occur in an undirected fashion upon landing.  The shell could conceivably do both, but then becomes another level expensive.  For their revision, they improve their magegems to hold more power per size.  Using a new crystal-glass formula, these batteries hold a considerably higher amount of magical energy while remaining the same size.  Most frightening of all, these batteries could conceivably allow mundane troops to use magic!  For the moment, the main use is in their R1, which is juuust cheap enough that their commanders can be outfitted with one if they so choose to carry it.



The jungle is non-stop explosions.

Finally an ammo type that fills the gap they've so desperately been needing, Arstotzka's blastshells are devastating.  Where before they could rely on massed pin-point firing events to score some casualties, their explosive shells turn out to be a beautiful, deadly weapon that makes it nearly impossible to not score a hit...assuming their artillery is dialed in to the correct location.  The smaller size of their gems allows the majority of their shells to be out-fitted with the -E variant of their circuit-scroll cores, and without al-Mutriqa to harass the supply lines the cannons can fire these shells all day long.  The jungle, which had at one point been seeing the Moskurg soldiers push back north, is filled with splintered trees and craters.  Marching forward is not an option for Moskurg, as any man who enters the range of Arstotzka's HA1's can expect explosive fury to rain from the heavens.  Even standing off at long range doesn't really help, as it's not uncommon for longer-ranged shells to come crashing down out of nowhere.  They even explode sometimes, too, although that's far rarer. 

Moskurg can do little - their tornados require line-of-sight to work, and they can't get into line-of-sight without exploding into chunks.  The sudden increase in R1 rifles means their unarmored carpet riders can expect dozens of shots to come in any time they get in range.  They can't drop firestorm grenades any more, although they can still call down lightning.  The fact that it can now kill soldiers is a relief, because otherwise there'd be no way to really hit back.  The Alsamma Safina airship can't even use its ballista any more - the increased range means that Arsotzka's cannons can now occasionally shoot one down at extreme range.  These shots are often horribly inaccurate, and generally don't do much damage unless they also explode on impact.  But if they do hit and they do explode, the airship comes down in a mess of Adamantium, junglewood, and carpets.

Moskurg does control the Western Sea, however, and they do their best landing behind enemy lines and disrupting supply lines when they can.  It's not enough to stop the Arstotzkan war machine, but it does help.

The battle is decisively in Arstotzka's favor.  Arstotzka pushes Moskurg back and gains a section of jungle.

Arstotzka gains a section of jungle.


al-Mutriqa does his due diligence here in the plains.

Aside from educating fresh young minds back in the capitol, he spends nearly every waking moment out on his War Pegasi, harassing enemy troops and derailing trains.  The derailed trains hurts Arstotzka here pretty badly - the trains are unarmed and full of valuable artillery shells (although they have the sense not to transport the gems charged, meaning no messy explosion).  Without frequent supply drops, the HA1's must annoyingly fall silent every so often.  This is a god-send for Moskurg soldiers who've taken to ducking in their trenches every time they hear a noise.

Even though the fire rate is reduced, Moskurg still suffers.  Carpet riders can't get close without being shot at, and they're too slow and too unarmored to survive a thumb-sized bullet going through their lamellar armor or carpet.  The Airships aren't able to provide covering fire without being slammed with every cannon in range, and Moskurg can't do much beyond cede ground at an alarming rate.

Despite al-Mutriqa's best efforts, Arstotzka leap-frogs trenchlines on their way south.

Arstotzka gains a section of the plains.


The desert isn't much different.

Arstotzka relies entirely on their cannons, and without a need for water there's very little that can be done to stop them.  The most detrimental thing to their progress south is the difficulty in keeping their cannons supplied.  Moskurg knows the lands better, owns the nearby ocean, and is experienced in fighting wide-open areas, but they don't have the temperature advantage which hurts.  Their air power still can't help beyond carpet-riders casting lightning from far-off, and Arstotzkan soldiers tend to do better when melee occurs.  Arstotzkan commanders generally keep their rifles slung except for when they see a carpet over head, as the reloading action takes too long to make it particularly useful in the field.  They instead default to using their crystal axes along with the rest of their men.  The melee's are close, but they tend to go in Arstotzka's favor more often than not.

Against all odds, Arstotzka does the impossible and firmly takes hold of Moskurgs homelands.

Arstotzka gains a section of the desert.


In the Western ocean, Myark continues his sea campaign and succeeds in pushing a section of the coastline back. 

Now that the HA1's have a reason to exist on ships, several of the Crystalclads are retrofitted with a single HA1 rather than their normal compliment of three HC1-E's.  It's large and the ships don't move particularly fast, but they now have a way of hitting the Airships that were devastatingly effective on the seas.  As soon as an Alsamma Safina appears on the horizon, every heavy artillery ship turns about and begins firing. Without air support, Sirocco's are thoroughly outclassed.  Carpet riders are the only things that stand a chance, and even then Myark is uncannily accurate with his rifle.

The Eastern sea sees Moskurg do a little better, but it's not enough.  It's not nearly enough.

Arstotzka gains a section of the Eastern and Western Seas.
 

Research Credit!!!
Spoiler: Bjorn's Thesis (click to show/hide)
Spoiler: Hayat's Thesis (click to show/hide)

It's come time for the heirs to present their Thesis and undergo examination, to see if they are truly worthy of the title of 'Wizard'.  Unbeknownst to each other, both heirs present their thesis at the same time to their respective council of esteemed wizardly professors.

Bjorn's thesis delves into the concept of a second reality, removed from our own, known as the 'Aether'.  His thesis speculates on the potential possibility of drawing power from this realm by artificially recreating the link all mages make when casting.  To this end, he presents what he proudly refers to as an "Aethergem" construct.  It consists of lots and lots of copper circuit scrolls, anti-magic gems, magegems, and a small hamster on a spinning wheel.  Unfortunately he can't exactly get the device to work; whether the hamster wasn't running fast enough or whether it never worked at all isn't quite clear, but everyone agrees that it's quite impressive and he gains his diploma.

Hayat's thesis involves a rather unusual application of the Wand of Thunderbolts.  Rather than using it to kill Arstotzkans, her thesis concerns how one may use it to instead produce the light.  The board of professors is quick to point out that a blast of lightning already produces light, but she demonstrates her point by presenting a small, bulbous device powered by a wand.  It produces a surprising amount of light in a non-destructive manner, at least until the glass surprisingly shatters after a few minutes.  Still, everyone agrees that it was quite impressive and she gains her diploma.

The fact that Hayat managed to produce a working model of something that doesn't explode [on purpose] is enough to reduce loudly dissenting nobles to mild grumbling, securing Hayat's position as heir for a bit longer.

Unfortunately for Bjorn, his thesis ended up being a few words too long, which his detractors quickly point to as an example of him being "a fuckin' nerd" and being unfit to lead through strength, as his father did.  The minor chief they'd been supporting, Sweyn Hardrada, assures everyone that he still stands by his oath and will support the King, but the fact that he doesn't explicitly state he'd support Bjorn as well leads to much tension among the royal court.

Arstotzka will gain a +1 to effectiveness for their next design involving gems.
Moskurg will gain a +1 to effectiveness for their next design involving mundane applications of lightning, and gain a Research Credit as well.


Revision Credit!!!

Now that both heirs are full-fledged wizards, it's time for them to prove their might on the battlefield.  Both will fight for their countries this year, leading a small squad of hand-picked wizards to help prove themselves in battle.  They'll be well protected, of course, but accidents have been known to happen on the battlefield...

Pick the area in which your heir will be fighting this year.  If you lose ground in this area, your heir may become injured...or worse.  If you gain ground, your heir may learn enough to apply their knowledge next year to help the nation's magical advancements through a Revision Credit.



It is 942, the Design Phase.

Spoiler: State of Forenia, 942 (click to show/hide)

Spoiler: Moskurger Spells (click to show/hide)



Behavior Rules.  Please Read.
Spoiler (click to show/hide)
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on June 28, 2017, 12:31:42 am
I'm really tempted to try for some sort of digging spell this year to bypass their artillery, but honestly, at this point I think we need to start designing some railguns to match their artillery.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on June 28, 2017, 01:52:18 am
Oh cool guys we managed to get our lightning bulb knowledge up... im sure this will win us a war...
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on June 28, 2017, 02:03:19 am
There's a few ways I think we can do this:

- Change the game again and go for some sort of hover rank with armour think enough to block their shells.  Naturally we'd use the revision credit.

- Take back the arty game by designing rail guns.  Because they run off tamed lightning we can potentially use the  lightning bonus here,  as well as the revision credit.

- Better carpets will allow lightning fast bombing runs that will be over before they can react.

- Use our knowledge of cyclone Shields and tornados to make a shield powerful enough to deflect their shells
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 28, 2017, 03:30:27 am
Hmm...

Okay, so.

Carpets: taken out by handcannons.
Airships: taken out by rocket shells.
Ground troops: taken out by explosive shells.

...we, uh, really shouldn't have started the artillery war. Worst mistake we ever made was introducing such a lethal ballista to the battlefield. Oh well.

Using our revision to boost our carpets, so that they can fly higher and faster to avoid AA fire might help.

Against their main artillery, though. Hmm. Actually, the reason they are able to shoot down our airships is that they are too slow. If they moved at a decent lick, they wouldn't be able to get a lock on them (A lack of luck means no lock at a lick), at least not at long range. Maybe designing a new airship would help?

Or we could do something that by all rights should work, which is deflecting shells with wind shields. With our mastery of wind such as it is, we must be able to achieve this. Surely.

Hurricane Shield: For too long have we suffered Arstotzka's bombardments. No longer must their shells fly straight and true through the air- the air that is ours to command by right. Combining elements of Storm Strike, Zephyr, and Cyclone Shield, we summon the most powerful winds Forenia has ever seen to screen our forces. Though seemingly chaotic, the winds are in fact closely monitored by attendant mages, to ensure that Arstotzkan shells are deflected away from our troops, to land harmlessly elsewhere. This may require our troops to march in columns, leaving large empty spaces between them where shells may be directed.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on June 28, 2017, 04:19:50 am
Tunnel making earth magic.
Or how about throwing Light bulbs at them...
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on June 28, 2017, 06:23:35 am
Lightning Cannon
Inspired by Hyat's thesis on other used for lightning, another student produced an essay on an effect now called mughantisia, magnetism. The principle states that lightning projects a field that can push or pull certain metals. By wrapping a greased barrel with another of separate coils of iron wire and then discharging a lightning wand through each coil in sequence, an iron projectile will be pulled through the barrel by the coils and will be launched at immense speeds. The majority of the effort here goes into timing the lighting discharge for maximum effect and ensuring the mounting is similar enough to our ballista that the lightning cannon can be easily substituted. As this only uses the mundane effects of electricity, rather than improving on it magically, I believe this will warrant +1. I also think we should use the research credit on this.

Landship
Similar in concept to the Alsamma Safina, but with a few key differences. The first is a modification on the type of pegasi used for flight. The ability to fly high is sacrificed in exchange for additional weight and speed. Instead the landship will "hover" no more than a man and half high above the ground, but more commonly at waist height. The body of the landship is similar to the hull of a Sirocco but upside down, with the flat "deck" being the base and the curved hull being it's top. The entirety is covered in a heavy layer of adamantium. Finally, on the top of the landship, at the center of the "keel", is a covered turret, similar to that used in the fortifications of a castle, with space for a single ballista and it's crew. Again, this should get the research credit.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 28, 2017, 08:28:37 am
Guys, this turn we need to destroy their artillery advantages.

I agree with the Hurricane Shield, though I'd modify it. We have MORE than enough skill with the winds to help out gravity, meaning send the shells straight down through a combination of vortex motion, pressure differential (Higher pressure above, lower pressure below) and sheer wind force. This allows us to close to range. ACTUALLY! We have a Research Credit now, right? Spend it, and make the spell MORE FUN:


Quote from: DESIGN
Winds of Ruin
Wrath of Allah. The name should make our enemies fear, yet it is only a vehicle for deadlier spells. Well, no more. Using our knowledge of control over wind and lightning, those things that no others can control, the Zephyrs most especially, we take greater magical control over the storm as well, directing its now-tremendous fury as we must. The winds are stronger, faster, and hit unnaturally hard....some say they are intelligent. Cannonballs are flung straight down, harmlessly. The first priority of the spell is destroying the ability of cannons to fire long distances, by forcing the shells and shot down through combinations of low pressure and simple downwards force. If possible, we also make the spell an offensive one, so that soldiers, cannons, horses, even Arstotzka's mighty train are pushed, flung, and tossed far by the rage of the mighty storm, yet Moskurgers and their weapons will be able to fly, run, and fire through it with impunity. In fact, if enough mages are participating, it can even give massive boosts to our projectiles, as if we enchanted every bow and ballista with a wind enchantment. It will lay waste to anything hostile that enters its truly massive area of effect. And it's controlled nature means that the mages on an Alsamma Safina can summon the winds, if necessary.

Priorities
1. Is capable of deflecting cannonballs straight down very rapidly, reducing Arstotzkan maximum range to Short or Medium ranges (Within visual/non-magical ballista range)
2. Does not affect Moskurgers or their projectiles (Basically, extreme wizard guidance making the storm "smart", and thus affecting only Arstotzkans and their projectiles)
3. Target is E or higher (Duh), expectation of VE (Does this make it easier?)
4. Would be very nice to also do extreme damage to enemies
5. Using more mages increases the effectiveness of the control. So that if a lot of mages are participating, it gains additional abilities.

We have control over things. It's what we do. We control wind and lightning. Also, the Wrath of Allah has a cool name, and shouldn't be used as just a vehicle of death. Also, who doesn't love the idea of making the whole storm into our Zephyr?


As for the revision:
Quote from: Revision
What We Should Have Done
The spells that create lift on carpets are applied to the hulls of our Alsamma Safinas, hopefully removing the carpets entirely, and then further adapted: The ships are now not as tall, since they only need one deck and some storage space for Firestorm shells. This lessens weight Furthermore, our control over the winds of a storm is adapted to provide extra lift to an Alsamma, meaning that, in a storm, a hit need not bring the entire vessel down, as the winds will support it until it can reach our lines again. Also, the ships will be tremendously faster in the Wrath of Allah. Furthermore, the armor is toughened as much as we can, while still being able to fly under its own power.


And next, something that will improve all of our equipment, for next turn:
Quote from: Next design
Mithril
By distilling all our knowledge of magical materials into the essentials, we create a new material, magical to the core. The intent is a substance harder even than Adamantine, tied, like Adamantine, to the real world (Undissolved by antimagic) yet retaining some connection to the magic of Allah. It will be easily enchanted, though it will always be incredibly hard instead of having variable hardnesses. This allows for a simpler spell to be more powerful in specific applications. The material will be used in all our weapons, enchanted to be either incredibly cold or terribly hot, as well as in our body armor and warships. The target, of course, is Cheap.   
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 28, 2017, 12:05:20 pm
Every time we have tried to get missile deflection as an added bonus to improving our wind manipulation, we haven't gotten it.
Their shells have this thing called inertia, which means stopping them in their tracks so they drop straight down (or even down at a slight angle) is going to be far harder than simply deflecting them slightly.
No, let's focus on missile deflection, and not try to get fancy with anything else- if we get that to work, anything else would be a minor bonus in comparison. No need to risk failure (or even just not-complete-success) by making things more complex.

Also, Mithril remains a poor use of a design action.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on June 28, 2017, 12:11:42 pm
Whilst I'm biased towards my own designs, I'd be willing to vote for a wind spell that focuses entirely on deflecting cannon shots and doesn't relegate it to an optional extra like every other time we've tried it.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 28, 2017, 01:49:34 pm
This isn't an optional extra---this is "Oh well, fine. You've invested so much into your cannons that you're starting to see crap out of it. Well, we've had wind magic since before turn FIVE, so, here, have all-powerful wind." Deflecting cannonballs is a central goal. It even got it's own sentence!

I can make it even clearer, but the end goal is that anything within the radius of the Wrath of Allah (Storm Strike) is going to be blown around so bad that shooting will be a luxury. Except we're controlling it, which means we're immune to its effects. We have a research credit, which means we're going to shoot for the blasted moon with this one.

And NUKE, explain to me exactly how having an incredibly enchantable, lightweight, ultra-hard, and almost indestructible metal is a waste of a design action? Applying it to our airships and then enchanting them (Or enchanting them this turn, as I suggest doing) would amplify the power of the enchantments...or, you know, since they're easy to enchant, our airships would just get cheaper.


There, edited in the goals to the proposal.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 28, 2017, 01:57:31 pm
That still leaves room for the GM to give us no cannon-deflection, giving us the other stuff instead. No. We need focus.

We're not going to shoot for the moon. We're going to shoot for a mountain of reasonable height. Yes, we have the research credit, which could cancel out -1s for being overambitious. But then our success is just down to luck. What if we roll a 1? Then we have nothing to show for our efforts. Whereas if we go for a design of moderate ambition, we get +1s to the roll, and even if we roll a 1 we will get something.

Re:Metal. Yes, you're right, that is worth a design. Which is why we already did that. At least the lightweight, ultra-hard, and almost indestructible parts. We already have a miracle metal. Making improvements to it is a revision- unless you totally overhaul it, which is unnecessary.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 28, 2017, 02:13:22 pm
Wait wait wait. Do you think the Research Credit is the +1 we got to some field of research?
Quoting eS:
(2 rolls for each Effectiveness, Cost, and Bugs, highest roll picked.  Penalties and bonuses still apply to rolls

This means eS rolls two dice, picks the higher of the two, and then adds bonuses.

We've literally been working with the wind since like turn 3. I fail to see how we could NOT get a bonus to what is essentially just a large extension to Cyclone Shield, Gust of Wind, and the Zephyr. We got what, +3 to the Zephyr? This is just another extension.

Remember, we've got bonuses to controlling things that don't want to be controlled (Lightning/Spear of Allah specifically) and so many bonuses to wind it's not even funny. That means we can do something so hard it would get a -3 and it will only be +0, maybe even +1. (Given that it's based on wind, anyway. Because we get +3 to wind things, minimum. This is before maluses due to difficulty, but you get the idea.)

Since when does "Number one goal is cannon deflection" leave room for *anything* except cannon deflection? If we get no cannon deflection with THAT, we're not getting it, not with the same roll, no matter what fluff you tack on. But I think we can get enough bonuses to this, plus the research credit, that the difficulty, which, like the Alsamma, would've been impossible at the beginning of the game, will just be a neat footnote. Look, NUKE, we lost every single front last turn. We need something to nullify their cannons, and something that also has clear offensive uses (Even if we roll badly and have to revise it).
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on June 28, 2017, 02:16:34 pm
So why not go exclusively with deflection and maybe add in lucky strike to make it a reflecting barrier of wind? It'd give the Arstotzkans a taste of their own medicine :D
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 28, 2017, 02:28:06 pm
Because that is 100% harder than just stopping the shells, which is what the Winds spell intends to do---slow them down and stop them.

Quite literally, 100% harder, because, after stopping it entirely, you then have to add in the original velocity. Unless you have a method of causing a perfectly elastic collision with one side remaining perfectly motionless, thus returning the projectile directly back to the cannon from which it came.

That would be hilarious, but what happens when the Arstotzkans realize that their cannons aren't working? They hit us with infantry combat just a turn or so ago, and it hurt. So let's do something that also has offensive capabilities.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on June 28, 2017, 02:32:09 pm
Which is what the reflection has; how do you think the Arstotzkans are getting in melee while being pelted by either their own shells or ours?

As for redirecting them with the momentum of the shell remaining the same? That's simple enough with a cyclic wind, just ensure the spell is high enough off the ground so the shells don't hit the ground and detonate and that our troops are far enough back not to be adversely affected by it.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 28, 2017, 02:39:09 pm
I'm just saying: With all our bonuses plus a research credit, we ought to go all-out. Get the best spell possible, then use the revision to make the most use of it. If we need to fix something, power something up, fine.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on June 28, 2017, 02:43:48 pm
Hence why we go full-out with reflection/redirection. It'd give us a decisive advantage since we can turn the enemy's advantage against him and deprive them of everything but melee.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 28, 2017, 02:53:34 pm
I understand that. However this also gives us the chance to hit moving targets with something, anything, except for lightning. Not to mention, sending people and things flying is always advantageous.

Simple reflection.....requires some stuff we've not done yet. We've not yet messed with telekinesis or anything, so we won't be sending them back perfectly. The most I can see us managed is a sort of lame half-success where projectiles fly backwards a little bit.

However, for our revision we could try to make Gust of Wind capable of "grabbing" a stalled cannonball from within the storm, before it hits the ground, and sending it back towards the enemy....
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on June 28, 2017, 02:56:37 pm
Well, we still have a chance of hitting moving targets with reflection/redirection, as it uses our existing wind magic to effectively suck up the shell and spit it out back in the general direction of the enemy with no telekinesis necessary.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 28, 2017, 02:58:49 pm
That'd be my suggestion for a revision. Basically, we're going straight past the Arstotzkans and their blasted 19th-century cannon tech. We're going modern.

With SmartStormsTM
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on June 28, 2017, 02:59:57 pm
The problem is that getting a wind that's strong enough, and blowing in the right direction is going to be pretty difficult I figure. I doubt our existing wind spells could handle it.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 28, 2017, 03:02:13 pm
This isn't our existing wind spells.

This thing's first purpose is deflecting cannonballs. Everything else is just a bonus.



If anything's going to be capable of directing cannonballs, it's going to be this thing.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on June 28, 2017, 03:06:20 pm
I think that so long as the only aim of the spell is to screw with their cannonballs, designing it to redirect them back at the Arstotzkans should be safe. The only logical way to make it worse is to downgrade it to deflection instead.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on June 28, 2017, 03:12:40 pm
Personally I doubt that wind alone will be able to muster up the force needed to reflect cannonballs, and and deflecting them isn't going to be much more useful for the same reason that I've stopped suggesting Mirage Shield as an action. They're already using mass barrage fire anyway. It doesn't matter if a shell lands somewhere off from where it was aimed, they're firing so many of them we're still going to get hit with them and that's before they added explosive shells.

Maybe we could make a spell that sets off those gem cores of theirs while the shell is in flight, but I don't think any form of wind shield is going to work at this point.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 28, 2017, 03:18:35 pm
Then we might as well roll over and die while crying salty tears over how biased the GM is, unless you have a different one-turn solution to the ridiculous cannon power.

I think we need to use what we have bonuses in. You can't exactly counter a storm, after all. Not without being unreasonable. They'd have to catch our storm knowledge and magical strength. We have additional talented mages, so let's make a spell to use them with.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on June 28, 2017, 05:48:08 pm
Shield of Allah
We have demonstrated that lightning can be tamed,  to an extent,  by encouraging it to strike  arstotzkans rather than their lightning rods. This modification of both the wand odd thunderbolts and the hammer of Allah instead encourages the lightning to strike the mage gem cores of the arstotzkan cannonballs, and in so doing, overload and detonate them  prematurely. Thus a storm placed between our army andman enemy cannon battery will strike down their shells as they fly,  and our wizards can activate their wands to do the same.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on June 29, 2017, 07:13:30 am
Alright, well I think we generally agree that we need something to stop their artillery from hitting us, and for that we have two options, some form of madman's windshield, or some form of my lightning shield. What are people's thoughts on either of those?
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 29, 2017, 07:43:41 am
Electricity won't stop their long-range fire (Meaning we're missing more than half their cannonballs), and it won't stop regular cannonballs. It's not good enough for us. Our best bet is to work with the wind now, because we have so much invested in it. Next turn, we could perhaps try branching out.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on June 29, 2017, 07:58:59 am
Why won't it?

In this complete scientifically inaccurate universe, I feel it would be easier to hit a metal object with lightning and overload the explosives inside than it would be to counter the momentum of a heavy, aerodynamic object with wind.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 29, 2017, 08:15:12 am
Because their BLOS+1 weapons don't have explosives more than half the time. Their regular cannonballs will sail right through the lightning, and they can just always use bonus range, or simply never use the explosive shells.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on June 29, 2017, 08:23:22 am
If they never use the explosive shells, then we'll be back to where we were before, not getting completed wrecked on all fronts by artillery.

We could theoretically then revise the lightning to destroy the solid cannonballs as well.

I honestly don't see how we're going to move their cannonballs with wind. Their momentum compared to their surface area, especially considering the aerodynamic shape (also known as designed to not be affected by wind) is going to be insurmountable.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 29, 2017, 08:30:09 am
We're experts at wind manipulation. Yes, they're aerodynamic and whatever, but when you have our control of the wind, well...we'd better be able to do. Plus we'll get massive bonuses and be spending a research credit as well. We might as well shoot for the moon. Invalidate all their artillery in one go, turn this back into us steamrolling them.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 29, 2017, 08:30:48 am
Well, alright. Time to start voting, I think. I'm going to vote for my own suggestion, using the research credit. We really need to develop an effective defence against their cannons. Anything else is a luxury we cannot afford.


Quote
Hurricane Shield (http://www.bay12forums.com/smf/index.php?topic=163276.msg7497280#msg7497280): (1) NUKE9.13
    With Research Credit: (1) NUKE9.13
Lightning Cannon (http://www.bay12forums.com/smf/index.php?topic=163276.msg7497323#msg7497323)
Landship (http://www.bay12forums.com/smf/index.php?topic=163276.msg7497323#msg7497323)
Winds of Ruin (http://www.bay12forums.com/smf/index.php?topic=163276.msg7497368#msg7497368)
Shield of Allah (http://www.bay12forums.com/smf/index.php?topic=163276.msg7497812#msg7497812)

I honestly don't see how we're going to move their cannonballs with wind. Their momentum compared to their surface area, especially considering the aerodynamic shape (also known as designed to not be affected by wind) is going to be insurmountable.
Tell you what, you try firing long-range artillery without taking wind speed/direction into account. And that's conventional winds.

That being said, I could also go for lightning-based PD.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 29, 2017, 08:36:41 am
Quote
Hurricane Shield (http://www.bay12forums.com/smf/index.php?topic=163276.msg7497280#msg7497280): (1) NUKE9.13
    With Research Credit: (1) NUKE9.13
Lightning Cannon (http://www.bay12forums.com/smf/index.php?topic=163276.msg7497323#msg7497323)
Landship (http://www.bay12forums.com/smf/index.php?topic=163276.msg7497323#msg7497323)
Winds of Ruin (http://www.bay12forums.com/smf/index.php?topic=163276.msg7497368#msg7497368): (1) Madman198237
    With Research Credit: (1) Madman198237
Shield of Allah (http://www.bay12forums.com/smf/index.php?topic=163276.msg7497812#msg7497812)

Thanks for setting up the votebox, NUKE. just so you know, the Winds spell is oriented entirely around deflecting their cannonballs in specified and LOGICAL ways. It's built around shortening their *longest possible* ranges to below Medium range. Everything else is nice, but nothing more than a bonus.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on June 29, 2017, 08:52:14 am
Okay. Seeing as I haven't effectively convinced anyone that my design is best, I'll vote for one of the windshields.

From what I can tell, the two designs only really differ in the direction they blow the cannonballs? Would one of you two mind highlighting the differences explicitly for me?
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 29, 2017, 09:02:03 am
Alright, so originally my design wasn't as focused, but I revamped it. The primary focus is now deflecting cannonballs. Specifically, my spell makes use of extreme levels of control over the winds (Not necessarily direct control, more of a giving-intent-and-direction sort of thing than "Push here! Lift that!" sort of direct control) to use low pressure beneath, high pressure above, and simple downwards winds to push, pull, and force cannonballs down into the ground, ideally shortening their range to below Medium, allowing us to wheel up every ballista we have an start pegging away with Firestorm ammo.

Basically, Winds of Ruin aims to let gravity do some of the heavy lifting (Ba dum tssh) as far as messing with flight paths goes. I'll leave it to NUKE to explain his, as I haven't read it recently and he will likely give a better accounting of his own design.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 29, 2017, 09:50:52 am
My design just says it deflects the shells. The direction is not specified, although I do suggest that they could be deflected to the sides of columns of troops. I suspect that altering their trajectory will be significantly easier than stopping them in their tracks.

The main difference, in my mind, is that my design leaves no room for interpretation when it comes to what we want. I may be misreading Madman's design, and when he says he wants
Quote
Soldiers, cannons, horses, even Arstotzka's mighty train are pushed, flung, and tossed far by the rage of the mighty storm, yet Moskurgers and their weapons fly, run, walk, and fire through it with impunity. In fact, if enough mages are participating, it can even give massive boosts to our projectiles, as if we enchanted every bow and ballista with Lucky Strike and a boost from the wind.
, maybe he is just adding that for flavour. But I fear the GM will look at that and say, "hmm, I guess they want four features, including one that amounts to replicating Lucky Strike... better add some difficulty"
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 29, 2017, 09:58:21 am
It is fluff.

That was the original, the list of most important desires is underneath. So, yeah, not quite.

That said, I believe that we have enough experience to use the research credit and get all of those, so they're in the proposal. Besides, forcing us to march in columns is infantry suicide. ESPECIALLY when the enemy is using cannons. If the spell even fails to deflect one it will kill dozens of troops in a column formation.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on June 29, 2017, 10:51:23 am
Quote
Hurricane Shield (http://www.bay12forums.com/smf/index.php?topic=163276.msg7497280#msg7497280): (2) NUKE9.13, Kashyyk
    With Research Credit: (2) NUKE9.13, Kashyyk
Lightning Cannon (http://www.bay12forums.com/smf/index.php?topic=163276.msg7497323#msg7497323)
Landship (http://www.bay12forums.com/smf/index.php?topic=163276.msg7497323#msg7497323)
Winds of Ruin (http://www.bay12forums.com/smf/index.php?topic=163276.msg7497368#msg7497368): (1) Madman198237
    With Research Credit: (1) Madman198237
Shield of Allah (http://www.bay12forums.com/smf/index.php?topic=163276.msg7497812#msg7497812)

I still think Lightning is better, but explicitly stating that deflecting cannonballs is the most important (only) thing sells it for me.

If madman rewords his design to explicit give a priority of requirements, such that the GM would have to actively try and screw us to avoid them, then I'll switch over.

Still think lightning is better
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 29, 2017, 11:18:45 am
What do you mean, change it? It already HAS a priority list, and has for days. I just edited the fluff right now, though, to make it clearer.

-snip-
Quote from: DESIGN
Winds of Ruin
-snip-
Priorities
1. Is capable of deflecting cannonballs straight down very rapidly, reducing Arstotzkan maximum range to Short or Medium ranges (Within visual/non-magical ballista range)
2. Does not affect Moskurgers or their projectiles (Basically, extreme wizard guidance making the storm "smart", and thus affecting only Arstotzkans and their projectiles)
3. Target is E or higher (Duh), expectation of VE (Does this make it easier?)
4. Would be very nice to also do extreme damage to enemies, though cannonballs are the first priority)
-snip-
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on June 29, 2017, 01:42:38 pm
Well then.

Quote
Hurricane Shield (http://www.bay12forums.com/smf/index.php?topic=163276.msg7497280#msg7497280): (1) NUKE9.13
    With Research Credit: (1) NUKE9.13
Lightning Cannon (http://www.bay12forums.com/smf/index.php?topic=163276.msg7497323#msg7497323)
Landship (http://www.bay12forums.com/smf/index.php?topic=163276.msg7497323#msg7497323)
Winds of Ruin (http://www.bay12forums.com/smf/index.php?topic=163276.msg7497368#msg7497368): (2) Madman198237, Kashyyk
    With Research Credit: (2) Madman198237, Kashyyk
Shield of Allah (http://www.bay12forums.com/smf/index.php?topic=163276.msg7497812#msg7497812)
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 29, 2017, 02:12:47 pm
Eh... fine.

Quote
Hurricane Shield (http://www.bay12forums.com/smf/index.php?topic=163276.msg7497280#msg7497280)
Lightning Cannon (http://www.bay12forums.com/smf/index.php?topic=163276.msg7497323#msg7497323)
Landship (http://www.bay12forums.com/smf/index.php?topic=163276.msg7497323#msg7497323)
Winds of Ruin (http://www.bay12forums.com/smf/index.php?topic=163276.msg7497368#msg7497368): (3) Madman198237, Kashyyk, NUKE9.13
    With Research Credit: (3) Madman198237, Kashyyk, NUKE9.13
Shield of Allah (http://www.bay12forums.com/smf/index.php?topic=163276.msg7497812#msg7497812)
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on June 29, 2017, 03:49:51 pm
Looks like winds is winning.  Design in an hour or two, unless it changes.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on June 29, 2017, 05:52:28 pm
Quote
Hurricane Shield (http://www.bay12forums.com/smf/index.php?topic=163276.msg7497280#msg7497280)
Lightning Cannon (http://www.bay12forums.com/smf/index.php?topic=163276.msg7497323#msg7497323): (1) Happerry
    With Research Credit: (1) Happerry
Landship (http://www.bay12forums.com/smf/index.php?topic=163276.msg7497323#msg7497323)
Winds of Ruin (http://www.bay12forums.com/smf/index.php?topic=163276.msg7497368#msg7497368): (3) Madman198237, Kashyyk, NUKE9.13
    With Research Credit: (3) Madman198237, Kashyyk, NUKE9.13
Shield of Allah (http://www.bay12forums.com/smf/index.php?topic=163276.msg7497812#msg7497812)
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on June 29, 2017, 06:44:58 pm
Now I'm conflicted,  because I also want the lightning cannon. Although I think shutting down their arty will have more of an effect than trying to catch up at the moment.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 29, 2017, 06:49:13 pm
We can catch up AFTER we stop getting our sorry rear ends blasted back to Kingdom Come.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on June 29, 2017, 07:11:17 pm
Design: Winds of Ruin  [6/1+1, 3/1+1, 1/3+1]

The power of Allah can not be denied! 

Enemy shells have reached a point that is unacceptable.  More and more brave Moskurg soldiers die without any chance of proving their worth on the battlefield.  Clearly, this must be fixed.

Thus comes the Winds of Ruin, the logical application of our vast control over the very air which fills our lungs.  This spell is a powerful, single blast of air that races through the sky like an elemental serpent, coiling and twisting on a mages command.  This blast of wind is powerful enough to send men tumbling through the air, lift horses off their hooves, and even knock over an incredibly heavy ballista!  Though we've yet to test it in battle, our Researcher Priests assure us that it will most definitely be able to stall an enemy shell in mid-air (although probably not send it sailing back).

Unfortunately, the spell takes a bit of time to wind up.  It takes a mage a few seconds to gather up the air pressure necessary to send the wind galloping overhead, and he must begin casting immediately after hearing the distant report of an artillery gun in order to have the wind up and going in time.  Even then, it's quite close and a bit of a toss-up to see if he'll be able to have the Winds of Ruin going in time to stop the shell.

But perhaps most frustrating of all is the accuracy.  Lucky strike doesn't work on the Winds, as it's not actually a projectile, and an incoming artillery shell is very hard to see.  A mage has to start casting immediately, know where the shell is going to land, and hopefully cast the spell in time to stop the shell from hitting.  There'd likely be some success if a mage works in tandem with another mage casting Antichronic Reverbramancy, but the forewarning spell currently has too many problems to be effectively useful in this case (or at all, really).

On the bright side, Winds of Ruin can totally be cast by War Pegasi Riders, assuming they're not inside the wind tunnel.  The spell is effective out to line-of-sight (although it tends to lose power the further out you go).  And the fact that Moskurg's Apprentice Gramary for Inter-magical Competency gives us more Wizard-level mages is very nice, because this spell is merely Expensive.


Design: Winds of Ruin  [6/1, 3/1, 1/3]

The storm has been under our control for decades, but now it's time to give the storm a mind of its own.

The intent of this spell is to impart a mages will onto the very elements of nature itself, which is quite the ambitious goal.  A group of wizards must work together around a carefully-constructed spell circle and focus to make their intent known to the storm and encourage it to work in their favor.  The effect persists as long as the mages cast, and during that time the storm takes on the personality of the mages involved.

The most useful effect of this spell is that it can enforce a small area-wide downdraft via low-pressure areas that pushes Arstotzka's shells downward, potentially decreasing their range by one.  The winds can buffet enemy soldiers, but will let Moskurg soldiers pass through relatively unharmed.  The winds aren't quite strong enough to pick up things on their own, but a Zephyr can be formed  and controlled out to BLOS range.

Unfortunately, some problems occur when you literally give a storm a mind of its own based on a bunch of Wizards standing motionless around a circle for hours and hours on end.  The storm often gets distracted, playing with the leaves of nearby trees or accidentally parting the clouds and forming rainbows every now and then.  Wizards who need to use the bathroom encourage the storm to give torrential downpours on Moskurg troops, while wizards who are hungry encourage thunder to grumble more often than send lightning spiking towards the ground.  This can be alleviated by having the wizards stop every now and then for bathroom breaks and lunch.

As this is Moskurgs very first attempt to give something a mind of its own (on purpose, at least) it's actually quite successful.  The ambitious nature of the spell means it is Very Expensive.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 29, 2017, 07:19:00 pm
No longer important.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on June 29, 2017, 07:29:40 pm
The spell proposed was Desert Winds on steroids.  It was a proposal for controlled wind straight down(?) that kept their artillery from being able to fire beyond short range and I can't really swing that with this design.  This is the same thing, but it uses controlled blasts of air and isn't constantly going.  It relies on your increased control of elements to work.  In the end, it's a plausible way of stopping their artillery that makes sense based on what spell-tech you currently have that does exactly what you wanted it to.

At least it's not the Haast, amirite?


Fixed to reflect the more ambitious nature of the design.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 29, 2017, 07:30:42 pm
No longer important.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on June 29, 2017, 08:48:15 pm
I feel like I missed something but hey, as long as we don't have another salt storm I'm perfectly happy with what seems to have resulted.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 29, 2017, 09:01:47 pm
I really don't think it was more ambitious, but honestly, I can't fairly ask for another rewrite. This was my communications failure, not eS's.

Anyway, for the revision, tomorrow morning I'll write something up. If we can get a total of -2 to range (Right now, we're applying a -1 to the range of every Arstotzkan cannon) and possibly also make it a bit more reliable, then by using mass numbers of mages we can reduce their average cannonballs to Long range, and their most expensive special ones to Extreme. Meaning that our best enchanted ballista (Extreme) are back in range when they can only reply with their most expensive cannons and cannonballs. Also, our regular ballista/with only Lucky Strike (Long Range capable) will be able to equal the range of their average cannons, instead of being horribly outclassed. In other words: We can go back to frying Arstotzkans with Firestorm shells.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 30, 2017, 05:07:05 am
Hmm. I'm just saying, if we'd just tried to deflect the shells, not stop them in mid air, maybe we wouldn't have had this problem. :/
...mostly kidding.

Anyway.

Important question: can we fly through this new storm? If yes, then I think we should improve our fliers.

Flightsails: When we originally designed the Alsamma Safina, we removed the sails to save weight. Unfortunately, this left the vessel with limited propulsion, leaving it vulnerable to Arstotzka's slow-tracking cannons. Well, we can fix this. Improved construction techniques allow us to install a few small sails without adding too much weight, which combined with the fact that the wind is almost always blowing in our favour means the Alsamma Safina is now capable of a respectable turn of speed- not particularly fast, but fast enough to dodge Arstotzka's cannons.

Alternatively,

Pegasi Envelopment: The height and speed of our Pegasi has been limited for some time not necessarily by the carpets, but by the riders. At higher altitudes, riders find themselves growing increasingly cold and short of breath, whilst at higher speeds, the wind rushing past them threatens to yank them off of the carpet. We can solve both these problems by weaving a new enchantment into the Pegasi- one which envelops the carpet in a sort of 'bubble' of air, which remains still, warm, and breathable at higher altitudes and speeds.
As a result, our Pegasi riders will be able to zoom high across the battlefield, laughing as Arstotzkan snipers try unsuccessfully to take them out, only ever descending in rapid dives to attack Arstotzkan artillery (or other valuable targets)
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on June 30, 2017, 05:21:21 am
Hmm. I interpreted this design similar to eS did first time around, but I suppose that'll do.

I'd prefer to use the revision to make sure we aren't half-assing this spell, because as it stands it's not going to give it much of an advantage but as eS has pointed out, there are a number of obvious ways to improve it that will help immensely.
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on June 30, 2017, 07:08:38 am
I am pleased that we got the Zephyr to BLOS with this
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 30, 2017, 08:08:46 am
Guys, hold up here:

As of right now, when using this spell we are giving the enemy artillery a range "bonus" (Malus) of -1. Which means they're DOUBLE-EXPENSIVE shells can only reach BLOS. They COULD reach BLOS+1 last turn. Giving a malus of -2 (Total, means we add another -1 in the revision) means that they're down to Extreme range, but only with their most expensive shells. This means that we can hit them with our best ballistas, at a range only their best cannons and shells can reach. The REST of their artillery will only reach Long range, which we can match with our average ballistas, as I  recall. We'll have evened out the artillery playing field.

Gusts and Eddies
By empowering the winds that they control, the mages directing our Winds of Ruin can now reduce enemy artillery ranges by a total of 2 range brackets. With any remaining time, the spell is made less...exploratory, and more focused on the goal. Also, it does not respond awkwardly to the wizards' thoughts, and allows wizards to rotate in and out of actually casting the spell.


Regardless of how it happens, we need to add one more bracket of range decrease, and then we'll be killing them again (Lucky strike > barrage fire)
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on June 30, 2017, 08:18:50 am
Someone set up a voting box as I'm too lazy to do so. Also we really should make better ballistas eventually
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 30, 2017, 08:21:55 am
Ballistas, according to eS, can't really keep up the range unless we use more magic. Basically, we're going to have to keep developing this accidental new line of magical tech to get the range we need. That or develop catapults.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on June 30, 2017, 08:29:07 am
Quote
(0) Flight Sails (http://www.bay12forums.com/smf/index.php?topic=163276.msg7499315#msg7499315) :
(0) Pegasi Environment (http://www.bay12forums.com/smf/index.php?topic=163276.msg7499315#msg7499315) :
(1) Gusts and Eddies (http://www.bay12forums.com/smf/index.php?topic=163276.msg7499408#msg7499408) : Kashyyk
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 30, 2017, 08:38:51 am
Somebody please read specifically the design description for Gusts and Eddies and see if you can figure out the priorities, would you? I'm not entirely confident in it. I feel like there should be more fluff, but I also feel like additional fluff is going to confuse things.



Quote
(0) Flight Sails (http://www.bay12forums.com/smf/index.php?topic=163276.msg7499315#msg7499315) :
(0) Pegasi Environment (http://www.bay12forums.com/smf/index.php?topic=163276.msg7499315#msg7499315) :
(2) Gusts and Eddies (http://www.bay12forums.com/smf/index.php?topic=163276.msg7499408#msg7499408) : Kashyyk, Madman198237
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 30, 2017, 09:26:52 am
Hmm. My question is how. How does it decrease their range further? It doesn't sound like 'push harder' is going to work.
Might I recommend that instead of trying to decrease their range directly, you instead decrease their effective range by making their shots less accurate- or rather, directing their shots away from our troops. Combine downwards deflection with sideways deflection, you know?
Something like

Storm Composer: The wind dances to our tune, and what a merry tune it is. By forcing shells downwards, we have drastically decreased their range. But not enough. The tune is merry, but amateurish. We need a composer. The spell is modified so that one mage 'leads' the others, whilst not actually having to cast themselves. With all their attention directed towards control, we are able to further fine-tune the storm. This shall be applied to not only force shells downwards, but also deflect them sideways, away from our forces, creating safe spaces where Arstotzkan shells never fall, despite being only at long range. (Incidental benefits may include a reduction in distractions)

Quote
(0) Flight Sails (http://www.bay12forums.com/smf/index.php?topic=163276.msg7499315#msg7499315) :
(0) Pegasi Envelopment (http://www.bay12forums.com/smf/index.php?topic=163276.msg7499315#msg7499315) :
(2) Gusts and Eddies (http://www.bay12forums.com/smf/index.php?topic=163276.msg7499408#msg7499408) : Kashyyk, Madman198237
(1) Storm Composer (http://www.bay12forums.com/smf/index.php?topic=163276.msg7499464#msg7499464) : NUKE9.13
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on June 30, 2017, 09:31:04 am

Quote
(0) Flight Sails (http://www.bay12forums.com/smf/index.php?topic=163276.msg7499315#msg7499315) :
(0) Pegasi Envelopment (http://www.bay12forums.com/smf/index.php?topic=163276.msg7499315#msg7499315) :
(2) Gusts and Eddies (http://www.bay12forums.com/smf/index.php?topic=163276.msg7499408#msg7499408) : Kashyyk, Madman198237
(2) Storm Composer (http://www.bay12forums.com/smf/index.php?topic=163276.msg7499464#msg7499464) : NUKE9.13, Detoxicated
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on June 30, 2017, 09:34:49 am
Quote
(0) Flight Sails (http://www.bay12forums.com/smf/index.php?topic=163276.msg7499315#msg7499315) :
(0) Pegasi Envelopment (http://www.bay12forums.com/smf/index.php?topic=163276.msg7499315#msg7499315) :
(1) Gusts and Eddies (http://www.bay12forums.com/smf/index.php?topic=163276.msg7499408#msg7499408) : Madman198237
(3) Storm Composer (http://www.bay12forums.com/smf/index.php?topic=163276.msg7499464#msg7499464) : NUKE9.13, Detoxicated, Kashyyk

I like the explanation of how this spell is supposed to work, and I now have an image of a load of wizards miming musical instruments in front of a conductor.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 30, 2017, 10:19:35 am
Because it won't work, NUKE.

Once again: They rely on mass-fire. They don't need accuracy, and they frankly don't care if their shells go sideway, because they'll still be killing us.

We can get another level of range reduction. The original (Mistaken) design post would've done much more than that (Stopped shells in midflight). I see no reason why we can't do something significantly less powerful in a design AND a revision. And we've already given it the design. Basically, NUKE, I have no faith in sideways deflection. It's not good enough. Marching in columns is suicide, especially if just a few (5% or even less) cannonballs get through.

So, I say again: Dropping them by one more bracket is very doable, and will even out artillery again. We NEED that. Basically, increasing the strength of our new spell, by just one bracket, will give us the capability to go back to shooting them with our enchanted ballistae. And our regular ballistae can move up into the range of their regular cannons, and start firing again.


EDIT:
Also, my plan uses gravity to help it out. Why is sending them sideways any easier than adjusting their course DOWNWARDS?
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on June 30, 2017, 10:48:27 am
Madman. Please. You don't need to convince me that this spell would be useful. My problem is with this:
Dropping them by one more bracket is very doable
How. Explain to me how, if a SIX is not good enough, you are going to make the wind powerful enough to push shells hard enough to drop them another range bracket.

I realise that deflecting shells is not perfect. But, see, perfection is not within our grasp. To literally nullify their artillery in a single turn would be unbalanced AF. So, yeah, maybe we need to march in slightly sub-optimal formations. If that's what it takes to let us actually do anything, that's what it takes.

EDIT:
EDIT:
Also, my plan uses gravity to help it out. Why is sending them sideways any easier than adjusting their course DOWNWARDS?
Oh. Well, uh, I thought this was obvious.

See, a shell is designed for aerodynamicness in a forwards direction; to minimise wind resistance. As such, pushing a shell backwards with air is substantially harder than pushing it to one side.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on June 30, 2017, 10:52:55 am
No, we rolled a 6 and got a semi-intelligent storm that won't mess with our own projectiles and soldiers. Again, I mentioned it: Communications failure. I did not explain and emphasize what was important about the plan, and so we got something different.


My problem is that you're not proposing to do anything about their artillery, and I'm not proposing anything that completely nullifies it. You're proposing that we trust in 100% reliability of your spell, because if we get anything LESS than that we're going to get killed in huge numbers. Cannonballs firing through ranks of soldiers like this can kill upwards of 40 men per shot.

I'm not trying to convince you that my spell is useful, we're all smart enough to understand that both spells, theoretically, might work. However, the problem is that practice says that marching in columns towards enemy artillery is voluntary suicide. The six was, effectively, wasted in making the storm intelligent.

That said, on Discord, SMMI has had some fun ideas about what you can do with intelligent storms. Namely, storm elementals are probably two turns out. Next turn we use another design to separate further our wizards from the storm/perfect our control, and then the turn after we design ourselves a spell that allows a mage to summon and control what amounts to a swirly troll-shaped mass of wind and lightning. Which will be extremely fun.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on June 30, 2017, 01:38:44 pm
Seems like storm composer is winning. Revision soon.
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on June 30, 2017, 02:49:53 pm
Quote
(0) Flight Sails (http://www.bay12forums.com/smf/index.php?topic=163276.msg7499315#msg7499315) :
(0) Pegasi Envelopment (http://www.bay12forums.com/smf/index.php?topic=163276.msg7499315#msg7499315) :
(2) Gusts and Eddies (http://www.bay12forums.com/smf/index.php?topic=163276.msg7499408#msg7499408) : Madman198237, SMMI
(3) Storm Composer (http://www.bay12forums.com/smf/index.php?topic=163276.msg7499464#msg7499464) : NUKE9.13, Detoxicated, Kashyyk

I like the explanation of how this spell is supposed to work, and I now have an image of a load of wizards miming musical instruments in front of a conductor.

Voted. I don't see a discernable difference between the two except I know that more raw wind power equals more potential for damage to the Arsty
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on June 30, 2017, 02:54:35 pm
Quote
(0) Flight Sails (http://www.bay12forums.com/smf/index.php?topic=163276.msg7499315#msg7499315) :
(0) Pegasi Envelopment (http://www.bay12forums.com/smf/index.php?topic=163276.msg7499315#msg7499315) :
(2) Gusts and Eddies (http://www.bay12forums.com/smf/index.php?topic=163276.msg7499408#msg7499408) : Madman198237, SMMI
(4) Storm Composer (http://www.bay12forums.com/smf/index.php?topic=163276.msg7499464#msg7499464) : NUKE9.13, Detoxicated, Kashyyk, Taricus
Title: Re: Wands Race - [Moskurg]
Post by: Atomic Chicken on July 01, 2017, 03:49:47 am
Quote
(0) Flight Sails (http://www.bay12forums.com/smf/index.php?topic=163276.msg7499315#msg7499315) :
(0) Pegasi Envelopment (http://www.bay12forums.com/smf/index.php?topic=163276.msg7499315#msg7499315) :
(3) Gusts and Eddies (http://www.bay12forums.com/smf/index.php?topic=163276.msg7499408#msg7499408) : Madman198237, SMMI, AC
(4) Storm Composer (http://www.bay12forums.com/smf/index.php?topic=163276.msg7499464#msg7499464) : NUKE9.13, Detoxicated, Kashyyk, Taricus
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on July 02, 2017, 01:00:01 am
Revision: Storm Composer [2+1]

By relying on a single leader to provide the majority of the intent to the storm, the weather gains greater focus.  Enemy artillery loses one additional range, so long as he maintains focus.  The leader is still not immune to distractions; there are fewer flaws without every wizard providing their own wandering thoughts, but it's not perfect.

Still, it should do just fine for the time being.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on July 02, 2017, 01:00:46 am
Where are you wanting to send Hayat this year?
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on July 02, 2017, 02:49:31 am
I'm thinking the desert. Home-terrain advantage gives her the best chance of surviving... I mean, uh, not that I doubt our ability to win this war or anything.

Quote from: Send Hayat to the
(1) Desert: NUKE9.13
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on July 02, 2017, 02:53:13 am
Quote
Send Hayat to the
(2) Desert: NUKE9.13, Kashyyk

Send Al-Mutriq to the
(1) Same place as Hayat: Kashyyk
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 02, 2017, 08:19:04 am
Quote
Send Hayat to the
(3) Desert: NUKE9.13, Kashyyk, Madman198237

Send Al-Mutriq to the
(2) Same place as Hayat: Kashyyk, Madman198237

NUKE, I won't say I told you so about the range bracket.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on July 02, 2017, 08:23:54 am
Uh, it does work Madman, we did drop their artillery two range bands which means we aren't getting shot to bits by them.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 02, 2017, 08:29:53 am
Tar, there was an argument. One of NUKE's points was that we would likely not be able to manage adding another -1 to their arty range. The entire basis of my spell was doing so, his was trying to funnel them into channels.

Luckily for me, my sanity, and our soldiers, his plan did not work, evidently.
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on July 02, 2017, 03:25:01 pm
That or what eS was saying was that their range is reduced by 1 range bracket while focus is held, and focus is held more with the leader in charge.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 02, 2017, 03:27:58 pm
That or what eS was saying was that their range is reduced by 1 range bracket while focus is held, and focus is held more with the leader in charge.

"Enemy artillery loses on additional range, as long as he maintains focus"
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on July 04, 2017, 06:38:11 am
And I can see that going either way.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on July 05, 2017, 12:52:14 am
Combat for 942

This year sees Moskurg spend their entire turn to refine their control over the storm even further with a new spell titled "Winds of Ruin".  The spell essentially works by lending the intent of the casters to the storm itself, allowing the rain, snow, wind, tornados, and lightning to be focused and cast Beyond their Line of Sight.  Most importantly, the spell allows the mages to focus on enemy shells flying through the air and attempt to blow them off course.  This manages to blunt Arstotzka's artillery range by two levels...when the wizards casting can maintain focus long enough to use the spell to their advantage.  Thankfully, unlike many of their first attempts at ambitious spells, Winds of Ruin doesn't kill their mages or drive them insane.

Arstotzka, on the other hand, doubles down on their crystal this year.  Their first design is the "Protector", which is essentially a giant, lopsided crystal box on wagon wheels.  Equipped with primitive transmission, guns with limited ammo, and a rather piss-poor mobility system, it's...kind of rubbish.  The most important aspect of the design is the fact that it uses a new type of engine known as an "Internal Detonation Engine".  With a smaller size and greater output than their earlier steam engine, it relies on a rather complicated circuit system and the magical input of a dedicated Apprentice.  Just as important, the Protector opens the door to more advanced land-based vehicles, threatening to change the face of war once again.  For their revision they upgrade their crystalworks to Crystalworks Mk2, which makes a bunch of their crystal stuff and circuitry cheaper.



The jungle sees Moskurg start to push further north.

The Winds of Ruin does its job...most of the time.  Arstotzkan HA1 has its range reduced by two distance units; normally this would put Moskurgs more primitive ballistas in the lead, but Arstotzka's Crystalworks Mk2 managed to put their +ER shells to merely Cheap.  Both Moskurg and Arstotzkan artillery is now at Extreme range, but the age of Moskurgs ballista systems is starting to show.  Though their crews are more thoroughly trained, their shots rely heavily on wizards casting Lucky Shot to hit their targets.  The wizards casting Winds of Ruin are lead by a single Leader who lends most of his will to the storm, but even he occasionally loses focus and Moskurgs own shots are blown off course.  And when they DO hit, the shells have...disappointing effect, compared to the stupendous explosions of Arstotzkan shells.  Though Arstotzka now has more HA1's, they can't field them to their full potential as they need three mages to a cannon and they have just as many cannons as mages.  Nearly every available wizard is pulled to HA1 firing duty; ultimately, though they're firing at the same range, Arstotzka has more artillery cannons and they fire with a greater effect.  On the bright side, the reduced range means Apprentices don't have to go on suicidal artillery-spotting sorties with flares any more.

The jungle doesn't really see the Protector being in use here, as the uneven ground and twisted/fallen trees are not conducive to the touchy wheels.

Arstotzkan HAC-1's are now Cheap, though they're strapped for wizards to man them full-time.  Most of the time an HAC-1 is placed in each artillery nest, and when Moskurg carpet bombers fly over everyone stops what they're doing to shoot at them.  Moskurg War Pegasi riders are now completely useless at carpet bombing, and with the short range on their Wands of Thunderbolts they must stand at afar and call down lightning from the storm.  More powerful is their Airships, which with Arstotzka's blunted range can now once again safely stand at max range and chip and pick away at enemy lines with impunity.  The decks are just large enough to carry a mage group to cast the complicated Winds of Ruin, which is then used to rampage tornados, lightning, and howling winds through enemy lines.  Once again, the frequency of debris in the jungle makes the tornados very effective, and with mages continuously power them they don't lose power over time like a normal tornado.

Arstotzkan infantry still meets with Moskrugs from time-to-time, winning more often than not thanks to their improved armor, razor-sharp crystal axes, and gun-weilding commanders (who generally fire once before switching to their axes as the gun takes too long to reload).

Arstotzkan anti-mage hunters do a decent job at sniping unsuspecting commanders and mages, but with Moskurg off-loading more and more of their wizards to the air they're having less luck making a difference. 

Ultimately, the fact that Moskurg's tornados are extra effective in the jungle and their air-forces tend to stand off and attack from a distance (meaning their untouchable) means they can whittle away at Arstotzkan forces all year long.  The battle is close, and in a fair fight Arstotzka wins every time, but Moskurg manages to scrape out a narrow victory in the jungle.

Moskurg gains a section of Jungle this year.


The battle for the Desert is close.

The desert sands are not kind to the protector here either, though it sees some...limited success.  On the rockier ground it does better, but the contraption is so heavy that the wheels tend to sink into the softer sand.  The effect here is modest, but it does see some work as acting as a stationary pillbox at times.  The cooling system must work overtime to keep the engine (and cabin) at a reasonable temperature, and even then things get...uncomfortable.  The fact that the hull is made out of crystal with no obvious openings means its virtually invulnerable against Moskurg artillery, although concentrated firing is enough to engulf the vehicle in flames.  This means the wheels break down and the occupants must flee to avoid suffocation - the fact that they're merely Expensive means they can be used in surprising numbers and that makes it difficult to shut them down...on firmer terrain.

Tornadoes can be cast from beyond Moskurgs line of sight, along with their lightning and winds.  It takes its toll on Arstotzkan forces, though as long as they can continue pushing forward Moskurg must cede ground.  Again, without much debris like tree branches the tornadoes are less effective unless they pass directly over the heavily armored troops - calvary is virtually untouchable, aside from lightning strikes.

As a matter of fact, Moskurgs naval superiority has a greater effect than their tornados here.  Landing behind Arstotzkan lines does a decent job of throwing their lines in disarray, but Arstotzka still has superior infantry and armor-piercing guns so the surprise landings don't do as much as they could.

Relatively flat ground means Arstotzkan artillery still has the advantage, despite Winds of Ruin blunting range.  Their troops are still better for the occasional brief melee, and no longer requiring water means their guns only fall silent when on the move.  The fact that they can put an HAC-1 nearly everywhere means carpet bombers are a non-issue, though the Very Expensive Airships are once again untouchable at max range.

Moskurgs main saving grace is the fact that both Hayat and al-Mutriqahave taken to the desert, flying about and laying waste with their Wands of Thunderbolt and Wand of Heroism, respectively.  They manage to just barely fight Arstotzka to a standstill, and for a long time it seems like the two sides are at a stalemate.

Coinflip = Arstotzka.

The tide of battle changes when Hayat, brave and reckless as always, flies too low on a strafing run against an Arstotzka artillery nest.  A lucky Magehunter manages to get an anti-magic bomb arrow fired off in her direction, scoring a direct hit.  The Queens Will shreds to pieces beneath her, and she herself takes a frightening amount of shrapnel.  She plummets to the ground, and were it not for al-Mutriqascooping her off the sands and flying her out of the danger Moskurg may very well have lost their Heir.  The tide of battle shifts dramatically after that, with Moskurg reluctantly giving up a section of ground.  Arstotzkan soldiers wearily take another section of Moskurg sands.

Arstotzka gains another section of Desert.  Moskurgs Apprentice is Wounded, and they must wait a year to get their Revision Credit.


The plains is definitely where the Protector does its best, though its "best" is still lackluster.

The flat ground means it can move around unencumbered (unless it hits a pothole, which stands a decent chance of wrecking a wheel and stranding the vehicle).  The thick crystal makes it virtually invulnerable against Moskurg ballista bolts, and the HAC-1 on the roof keeps War Pegasi riders from getting close enough to smother the thing in fire grenades.  Only firestorm ballista shells stand a decent chance at defeating the device, by burning up the wheels and smoking out the occupants.  Even then, unless the gunners are killed, the ruined machine can act as a limited pillbox with what small ammo supply the gunner has.  Moskurg tactics generally involve waiting for a wheel to break or get shot off, and then rushing the giant crystal box and swarming the occupants. 

The limited amount of occupants means it isn't as effective as a "no-mans land"-crossing device as hoped, but the ingenious men on the field have found a way to artificially increase the number of men it can carry.  By putting the rear metal ramp on upside down so the hinge is on top and propping it open, it can act as a sort of mobile shield for a squad following close behind.  This limits the speed slightly, and if the Protector breaks down everyone is stuck out in the field with no cover moving forward, but it does help.

Tornados and lightning do their job, though tornados do a poorer job here than in the jungle.  Artillery is still in Arstotzka's favor.  No one has naval advantage.  Airships still pick and chip at enemy lines, thoughbeing Very Expensive limits how much they can do.

Bjorn and Myark fight on the plains this year.  Bjorn is frustrated with the rather mundane job of working artillery, eagerly jumping on a nearby HAC-1 for a sudden air-raid.  He succeeds in scoring two confirmed kills this year, though Myark worked himself ragged protecting the blood-thirsty young heir.  His bravery on the battlefield will go a long way towards convincing others in the noble court of his legitimacy as heir to the kingdom.

Arstotzka manages to gain ground.  It's not by a huge degree, but the battle does go solidly in their favor.

Arstotzka moves up another section and gains full control of Plains.  If they hold it for a year, they may exploit it for resources.  Bjorn fights unscathed and Arstotzka recieves their Revision Credit.


The Winds of Ruin manages to make the Airships relevant on the seas, working full-force to sink every crystalclad ship they can find.  For each ship they sink, two more pop up.  The crystalclad beign Cheap means they can afford to keep pressing forward, despite their losses.  The frequency of the ships means not every crystalclad can field more than one apprentice, but they don't need to.  There's simply too many for the Airships to kill, and the Sirocco is virtually obsoleted at this point and not terribly relevant to the theatre.  Despite their loses, Arstotzka continues sailing further south - though those loses aren't terribly pronounced, as Moskurg has a hard time penetrating the crystal shells at all.

Arstotzka gains a section of shoreline in both the Eastern and Western Seas.

Event!!!

A trader sails into your harbor this year on a very familiar boat...although instead of the familiar Chinese merchant you're used to, it's someone new.  He says his name is Cao Xiu, and he demands that you sell your magical secrets to him.  He refuses to say what happened to the former merchant, although you note that none of the crew seems to be the men who've visited you in the years past.  His grasp on your language is faltering and broken, but he seems to be interested in magical weapons, and is willing to pay you an Expense Credit for three.  This newcomer and his...mysterious nature makes many of the nobles nervous, and some suggest simply seizing his ship.  He's likely a pirate after all, and probably stole the merchants ship.  You technically wouldn't be stealing if you stole a stolen ship...right?


It is 943, the Design Phase.

Spoiler: State of Forenia, 943 (click to show/hide)

Spoiler: Moskurger Spells (click to show/hide)



Behavior Rules.  Please Read.
Spoiler (click to show/hide)
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on July 05, 2017, 03:08:00 am
Welp.
...
Okay. So. Our nimble carpet riders are getting shot down. Our lumbering airships are too slow to pull off bombing raids.

Skyskiff: A compromise between Pegasi and the Alsamma Safina, the Skyskiff has both enough armour to survive Arstotzkan rifles, and enough speed to avoid their cannons. Shaped like a narrow boat, the Skyskiff carries four carpets in its hold, and carries a two-man crew- one pilot, who maintains the carpets and provides propulsion, and one bomber, who drops Firestorm Shells and fires Wands of Thunderbolts. The hull of the Skyskiff is covered in a layer of Adamantium, whilst the rest of the vessel is as light as possible to maximise speed.

Then we use our revision to create some better payloads... or perhaps improve our weapons/armour, since we're still losing infantry combat.

EDIT: Alternatively. Since we're, like, 2-3 turns from losing, if we're being honest, maybe we should do something more... drastic.
Remember when we spent, like, four turns developing anti-magic? Remember how our initial spell covered an entire theatre, until eS reconsidered?
Okay, so. We spend this turn designing absolutely nothing practical. We do theoretical work only.
Then! Next turn! As Arstotzka's troops march up to the gates of our capital!
We unleash the Final Spell.
We apply Tubikh Rrahim to the entire desert.
Their cannons? Useless. Their tanks? Useless. To be fair, so will our airships, lightning wands, and storms. But! Our basic ballistae require no magic to function. We simply go back to destroying them at long range with mundane weaponry.

Operation Finality: God is merciful. God is good. The word of God is absolute. All things come from God, be they magic or mundane. And all things must answer to His will. Legions of researcher mages will dedicate themselves to plumbing the depths of our anti-magic. We know that the power of Tubikh Rrahim is hard to control- to the extent that early versions of the spell prevented the mage from ever casting again. We sealed away this great power, out of fear. Well, we cannot let fear control us any more. Unleash every restraint! Throw out every safeguard! Let the will of God be made manifest in its full glory, consequences be damned!
(This is a theoretical research action to improve our understanding of Tubikh Rrahim's more ludicrously powerful aspects)
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on July 05, 2017, 03:34:24 am
While we're at it we should just banish magic from the world and teleport the island to the other hemisphere whilst rotating it 180 degrees. That'll solve all our problems as we will then, canonically not be defeated for another thousand years!

I'm more keen on Skyskiffs though, preferably with a revision to make our shells explosive instead of just burning.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on July 05, 2017, 03:48:34 am
While we're at it we should just banish magic from the world and teleport the island to the other hemisphere whilst rotating it 180 degrees. That'll solve all our problems as we will then, canonically not be defeated for another thousand years!
I have suggested that before, yes.

But seriously, I think we should go for Operation Finality. The reason Arstotzka's cannons are beating us is because they've sunk, like, a dozen actions into them. The only thing we've sunk an equivalent amount of effort into is our anti-magic. It'd depend on how eS is feeling, and how the dice roll, but I really think that with a bit of luck, we could do this.
And, I mean, let's be honest. We're too far behind to win this war by fighting fair. We need to not just one-up the Arstotzkans, we need to completely change the rules of the game (so to speak). And even if it doesn't work, I'd rather go out with a bang, you know?
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on July 05, 2017, 08:05:25 am
Actually by my read of it, the only thing we need to do now is make our Airships Cheap(er) and either improve Adamantium to nosell cannons or improve the Winds of Ruins even more. That, or make better/cheaper Ballistas as they solidly outnumber our Ballistas.

We're at the edge of pushing them back, we just need to be able to take advantage of their range limitation now.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on July 05, 2017, 08:11:28 am
Revising our incendiary ammo to be explosive should be a good step for artillery.

I like the idea of the skyskiff too. It's a good compromise of individual carpets and the heavy Alsamma Safina.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 05, 2017, 08:28:33 am
I really wish eS would cut down their ridiculous bull crap. I can't see any easy way to kill them, not if they can just "Crystalworks" everything.

So, my thought is this: Ramp up our lightning spells, using our new ultra-storm-control. We make lightning seek crystals, and make it powerful enough to shatter, not just crack, crystals. Seriously, I know enough about lightning to tell you that if their crystals can't be destroyed be the heat applied NOW, well, look it up. Lightning is hotter than the surface of the sun.

That, or we do as proposed...sort of. If we get massive antimagic area of effects we can shut them down faster than you can say "Useless primitives". Also, we'll have to try and make it Arstotzka-specific.

Also, eS, why in the name of goodness did WE NOT HAVE MORE BALLISTAE? They have to use THREE wizards for every one of their Extreme-ranged weapons, we needed ONE. Not even, if two ballista fire alternately and the wizard stands between them. We should have MANY more than they can operate, since we have more wizards than they do anyway.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on July 05, 2017, 08:44:40 am
Reacting to us losing by calling Arstotzka unfair is, uh, kind of Arstotzkan (old Arstotzkan, they've gotten better after certain members left). I trust they rolled well on their crystalworks revision, and we have less ballistae because their are more expensive to manufacture.

That, or we do as proposed...sort of. If we get massive antimagic area of effects we can shut them down faster than you can say "Useless primitives". Also, we'll have to try and make it Arstotzka-specific.
Why must you always be so overambitious? Think, for a moment, how ludicrously overpowered what you're proposing is. To balance it, it would either be impossible, or so expensive as to be Theoretical.
Besides, on a mundane level, we outclass them. Remember when we first introduced ballistae? It'd be like that. So there's no need to be so ambitious either.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 05, 2017, 08:47:05 am
But they're using three mages per artillery piece, and we only need one. Really, 1/2.

NUKE, if they make it to the capital, then we're going to need a wunderwaffe, most likely. That said: Before we do that, we're going to need new armor, because we're getting slaughtered in melee. For some reason. We have adamantine halberds, which means we should basically, in melee, be back to way back when, when we had steel halberds versus plate armor and they died a lot.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on July 05, 2017, 08:52:54 am
Yeah, which is why I'm proposing a wunderwaffle that actually stands a chance of working. Not one that is so ambitious that eS won't even bother rolling for it since it'd get a -5 penalty.

Also, I have no problem with using our revision to improve our armour. We could improve the qualities of Adamantium, perhaps. With a revision.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 05, 2017, 08:56:42 am
No, it has to be the armor. Adamantine is tough enough, I hope. As a metal, it's more suited to armor than their crystal, which should shatter when hit right. I mean giving it better coverage over the person's body.

Fine, we'll try the antimagic. I think, however, that it's going to have to be, primarily, a range increase on Tubikh Rrahim. If Tubikh Rrahim can reach Extreme range, then we're set. Otherwise, we're just going to have to advance into antimagic range.
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on July 05, 2017, 09:03:03 am
I think we should improve the quanity of our Airships and improve WoR to decrease their arty by another range increment. I can see Extreme Range Anti-Magic working though.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on July 05, 2017, 09:12:25 am
Now that madman has brought it up, I was hoping eS could comment on the ballista/cannon thing. Our ballista is listed as expensive mundane, which I'm guessing is a different set of expense levels to magical, what with there being only one apprentice per squad. It would imply that an expensive mundane object is about as common as a cheap magical object. So even if their cannons are cheap magical objects (because I refuse to believe they're cheap mundane) we should have equal numbers of artillery. Following that with how we need less wizards per ballista, we should have more ballista active at any one time than they do cannons.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 05, 2017, 09:22:34 am
In fact, Kashyyk, it's worse than that:
Their EXPENSIVE magical shells are the only things that can reach Extreme range under the new conditions.


So, my thoughts: If the design goes well, we roll out a revision or our adamantine armor. If it goes REALLY well and we Preserve Tubikh Rrahims controllability, which, now I think about it, isn't going to be hard at all, we can use the revision to improve our new storm control spell. Namely, making it easier to control, so that the beyond-the-horizon lightning can be easily controlled...or rather, more easily controlled.

We get +1, +2, +3, etc. to lightning and wind, we've been using them for decades. We need to put that to use. And yes, antimagic too. Let's try it, I guess. Also, let's try and get that desert ruling overturned, because I'm still confused as to how that happened.


EDIT: Or we use the revision to turn our tornadoes deadly, even without debris to throw.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on July 05, 2017, 09:41:49 am
They have simply more mages overall (because their school bumps the number of apprentices up)

Moskurg has more highly trained mages (because your school bumps some of the apprentices to wizards).

They have cheap artillery, but it isnt as widely used as it could be because they're running out of apprentices. 

Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 05, 2017, 09:51:46 am
Yes, they have more apprentices.

Which mostly DIE, until now, because they're sent up with flares, shot dead, and then more are sent up and the process repeats.

Does their artillery require full wizards, or just apprentices?
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on July 05, 2017, 09:54:23 am
Apprentices.  Nearly every mage they have works their artillery, and it's still not enough to field every gun.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on July 05, 2017, 09:55:28 am
Clearly we just need to find a way to reduce the numbers of mages they have.

Form our own Anti-mage sniper squad?
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 05, 2017, 10:07:22 am
Yeah, how on earth did they get this ultra-special antimage special forces and we don't get something like extreme cavalry of firestorm-grenading death or super-specialized carpet wizards?
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on July 05, 2017, 10:11:00 am
Just a Thought, but why not use our god to make a spell to speak to the souls of our dead solders and gain information we couldn't otherwise know this round (Divination + Necromancy)? Next round we Start asking our god to Resurrect our, and Arstotzka's fallen troops with the souls of our Many dead troops temporary, (Ruining their moral), Finally we Ask our god to send us angels Straight from heaven, the souls of our troops in solid form, to fight off the armys of Arstotzka.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on July 05, 2017, 10:13:34 am
Yeah, how on earth did they get this ultra-special antimage special forces and we don't get something like extreme cavalry of firestorm-grenading death or super-specialized carpet wizards?

They spent a design on it 30 years ago and have been steadily upgrading them since.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 05, 2017, 10:21:27 am
Was it a different Arms Race that forbade....oh. That might've been Intercontinental.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on July 05, 2017, 10:30:16 am
Right, let's set whining about Arstotzka winning aside. That won't help us.

Improved fliers would be the correct conventional action. If people really think that we still stand a chance fighting conventionally, I'll vote for Skyskiffs. Explosive shells would be a good revision, using conventional materials just like our flammable shells so that if we do go with Operation Finality, they'll still work.

But I really want to make the argument for an anti-magic wunderwaffle. Cos if whatever we design doesn't let us hold the desert- and bear in mind they are designing new stuff too (probably a tank upgrade)- then we'll be fighting on the walls of our capital, and we won't have the time for theoretical projects anymore. 
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 05, 2017, 10:33:08 am
Anything conventional must, in one turn, destroy Arstotzka's artillery advantage entirely.

EDIT:

If we improved or made cheaper our enchanted ballista with our now-plentiful magical experience...
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on July 05, 2017, 03:23:48 pm
So. What're we going to do?

Quote from: Votes
Skyskiff:

Operation Finality: (1) NUKE9.13
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on July 05, 2017, 04:11:42 pm
I ain't the best with fluff right now.

Anti-Magic Extension: Building upon our existing staves and our further control of fickle things, we have sought to extend the range of our Anti-Magic Staves out to Extreme range while keeping their area of effect the same.

Enhanced Airships: By directly enchanting our Air Ships to have flight and propulsion, as well as streamlining the construction through making the ships entirely out of Adamantium and having increased structure of manufacture, we have increased the rate at which we produce these marvels while also increasing their durability.
Quote from: Votes
Skyskiff:

Operation Finality: (1) NUKE9.13

Anti-Magic Extension:

Enhanced Airships: (1)

We either Anti-Magic or buff up our air. Getting more and stronger Airships is something we should have done ages ago.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on July 05, 2017, 04:20:44 pm
Quote from: Votes
Skyskiff:  (1) Kashyyk

Operation Finality: (1) NUKE9.13

Anti-Magic Extension:

Enhanced Airships: (1) SMMI
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 05, 2017, 04:30:46 pm
Airships is revision-worthy, if even. They can't compensate for their blasted cannons.

I would edit the goals of the antimagic and add a bit of fluff like this:

Staff of Inquisition
Long has it been known that magic is...different, from what we have seen before. Long has it been known that all miracles from from One, and He alone has power. Therefore, by drawing deeper upon our faith, we sever the Arstotzkans further from the magic. We strengthen the enchantments upon a Staff of Tubikh Rrahim, increasing the range at which magic is denied out to Extreme range, if at all possible. The user retains control over the rough shape of the antimagic, exactly as it is now. The only difference is the distance it can reach and the strength of the enchantments.

THIS can happen, I think. If we can stop their artillery (Giving US artillery domination again) we gain control over the battlefield (And their crystalline carts just sorta stop moving). If we push them back, we go for some form of ultra-wind-elemental capable of hitting Arstotzkans so hard that they won't ever think again. Change the game. Having proxies (That can't be hurt by little things like cannonballs, fireballs, crystal axes, or Doomsday) do all our fighting should be quite....amusing, even if we're going to have to start revising tighter control over our antimagic to make it work. That, or, you know, just get an airship close enough to shut down cannons, then turning off all antimagic affecting the fields in between us and the cannons.

Quote from: Votes
Skyskiff:  (1) Kashyyk

Operation Finality: (1) NUKE9.13

Staff of Inquisition: (1) Madman198237

Enhanced Airships: (1) SMMI
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on July 05, 2017, 08:49:22 pm
Quote from: Votes
Skyskiff:  (2) Kashyyk, Happerry

Operation Finality: (1) NUKE9.13

Staff of Inquisition: (1) Madman198237

Enhanced Airships: (1) SMMI
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 05, 2017, 08:55:39 pm
Please don't vote for the Skyskiff. It's asking for another VE rating.

We don't NEED to fill the holds with Pegasi, just apply the enchantments directly to the boat.


The Skyskiff isn't going to win us this war. It can't kill their artillery, not enough, not fast enough. The enemy is

Shutting down all their artillery with antimagic, however, is clearly doable. Even if we have to use the revision to flood the fields with cheap Staves of Tubikh Rrahim and run to Medium range, we can stop their cannons, and get back to blasting with Firestorm shells and ballistae.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on July 06, 2017, 03:01:51 am
Quote
Skyskiff (hull-flight version (don't put this part in the name)): A compromise between Pegasi and the Alsamma Safina, the Skyskiff has both enough armour to survive Arstotzkan rifles, and enough speed to avoid their cannons. Shaped like a narrow boat, the Skyskiff- at the insistence of certain loud-mouthed designers who claim that things other than carpets are capable of flight- has the flight enchantments of Pegasi inscribed into its hull rather than carrying carpets in the hold like the Alsamma Safina, and carries a two-man crew- one pilot, who maintains the flight enchantments and provides propulsion, and one bomber, who drops Firestorm Shells and fires Wands of Thunderbolts. The Skyskiff is constructed entirely out of lightweight Adamantium, with the bottom of the hull being slightly thicker, to stop Arstotzkan rifles.

Better?

Also, for crying out loud. Why must everyone else's design always be entirely useless and yours literally perfect.
It was mentioned in the BR that our bombers weren't effective because they were getting shot down. Implying that if they weren't, they would be effective.
And there is no way that we will be able to shut down all of their artillery, not unless we are also shutting down all our stuff, because that would be ludicrously unbalanced. Or, to put it mechanically, you are guaranteeing that your design will be Cheap enough to apply to the entire battlefield whilst also having Extreme Range. Even with a revision, that is unlikely to happen. Maybe if we roll sixes across the board, and eS decides that he wants this game to drag on for another 50 turns and thus becomes biased in our favour.

Now, to be clear, I'm not saying your design would be useless. I can acknowledge that it has merit. Just not that it is perfect.

Quote from: Votes
Skyskiff:  (2) Kashyyk, Happerry
Skyskiff (Alternate Version):

Operation Finality: (1) NUKE9.13

Staff of Inquisition: (1) Madman198237

Enhanced Airships: (1) SMMI
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on July 06, 2017, 06:33:19 am
evicted has subtly implied that he doesn't want antimagic in the game, by making it very easy for both sides to just counter any antimagic effects by strengthening their spells. I do regret suggesting antimagic all those turns ago, as I think we would have made much more progress by designing something else. However, what's done is done and I think capitalising on our air orce is our best bet for victory.

Quote from: Votes
Skyskiff:  (1)  Happerry
Skyskiff (Alternate Version): (1) Kashyyk

Operation Finality: (1) NUKE9.13

Staff of Inquisition: (1) Madman198237

Enhanced Airships: (1) SMMI
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on July 06, 2017, 06:39:00 am
The Skyskiff is a good upgrade from the War Pegadi, but I think the deployment of more and stronger Airships will allow for greater Arsty destruction. Plus, lowering the cost by 1 will make them as common as War Pegasi, getting more comparative bang for our buck.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on July 06, 2017, 06:46:16 am
If we're simply wanting to get more[/b] revising war pegasi to be cheaper would theoretically reduce the cost of the Alsamma Safina as well, as I believe that's the main thing keeping it at expensive.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on July 06, 2017, 07:12:06 am
evicted has subtly implied that he doesn't want antimagic in the game, by making it very easy for both sides to just counter any antimagic effects by strengthening their spells.

It's more I'm wary of 1-turn hard counters that invalidate dozens of turns of research.

I'm being asked to decide if fireballs are more effective than lightning as a weapon, but then one side says "you can't do that, I have a shield" and the other side says "nuh-uh, my magic is anti-shield and kills you anyways! Pew pew!" and then the other side says "yeah well my shield is super-duper powerful and none of your magic can go through it, so there" and then the other side goes "well I've got a shield too, so you can't kill me either" and the other side fires back with "yeah, but I've had that shield one turn longer, so I'm even better at shooting through shields because I have more experience" and I'm standing there in a god damn referee shirt and both sides are expecting me to make a judgement call, and at least one side will be mad no matter what I say or do.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on July 06, 2017, 07:19:36 am
But that's why we'd want anti magic :p

I do appreciate the difficulty you're in though.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 06, 2017, 08:14:21 am
The GOAL is to shut down all magic in an area, if necessary, not simply say "AND IT ONLY AFFECTS THEM". However, with the control we already have. I'm saying that there are better, saner ways to do things that adding MORE of what already screwed with one of our designs.

And my point is: Antimagic is guaranteed, if we can get it in range, to disable all their artillery. Well, if we get ENOUGH of it in range, which should be doable. Getting more flying ships overhead would be nice, but if we can't kill off enough artillery while just standing back and zapping it all one by one, how is putting a few more hand grenades over their heads going to help? At least to my knowledge, a Wand of Lightning is less powerful than regular old cloud-based lightning, meaning that carrying boatloads (Quite literally) of wands isn't a great option either.

Quite honestly, I like the idea of using smaller, lighter skiffs with some armor to go flying around, but I can't see it doing enough damage to matter.


Sorry. Yesterday was somewhat frustrating, through no fault of most people here.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on July 06, 2017, 08:39:37 am
So, I definitely can't convince anyone to support my Wunderwaffle? No? Anybody?
...
Well, unless someone else pops up willing to do what must be done, I guess I'll go with Skyskiffs for now. We can use our revision to create explosive shells. Combined, we should be able to take out a decent chunk of their artillery/tanks.
Quote from: Votes
Skyskiff:  (1)  Happerry
Skyskiff (Alternate Version): (2) Kashyyk, NUKE9.13

Operation Finality: (0)

Staff of Inquisition: (1) Madman198237

Enhanced Airships: (1) SMMI
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 06, 2017, 09:09:10 am
Another option is to redesign our lightning spells so that they seek out crystal. Casting the Hammer would then be about the same as casting the Spear of Allah....except it hits a lot more people. It would allow all our mages to just sit in the back lines, using the Winds of Ruin spell to cast the Hammer across the entire Arstotzkan army. It would be devastating.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on July 06, 2017, 09:40:03 am
I believe it already does seek crystal, at least to an extent. I think a more potent improvement would be to make each strike explosive somehow, as looking back at the reports each strike only seems to affect one enemy each currently.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 06, 2017, 09:50:10 am
No, what happens is that we can guide it....a little...from the lightning rod to the soldier. Making the crystal-seeking autonomous would be awesomely effective.

EDIT:

Also, will the skiff be capable of destroying their tanks? So far even our ballistae have been ineffective, though I hope that was merely a GM mistake/too many high explosives falling out of the sky.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on July 06, 2017, 11:51:14 am
Firestorm shells are decent at burning down the wooden wheels and smoking out the occupants, but the bolts generally don't penetrate the crystal.  This has been the case since the Crystalclads, though.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 06, 2017, 12:35:18 pm
"Smoking", or "heating to a rolling boil"?
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on July 06, 2017, 12:36:08 pm
The smoke works faster than the heat.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on July 06, 2017, 12:51:10 pm
Explosive shells are the next step then, but we'll definitely need to revise some sort of AP round soon.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on July 06, 2017, 02:27:23 pm
Seems like skyskiffs are winning.  Votes locked in an hour or so.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on July 06, 2017, 11:18:31 pm
Design: Skyskiff [5+1, 5+1, 4+1]

Relying on our copious amount of flying experience, we design a better skyship this turn.

Foregoing grandiosque names for the rather humble "Skyskiff" designation, it represents a rather impressive advancement in avionics.  It is shaped similar to a skinny boat - some would call it a "canoe", if such a ship type existed in Forenia.  It is constructed entirely out of Adamantium thick enough to survive a shot from medium-range from Arstotzkan HAC-1's, so it should be virtually invulnerable to enemy action...assuming they don't catch it at a low angle or during a turn, as the Skyskiff is open-topped and solely bottom-armored.

We have success in enchanting the hull to grant it flight, but quickly realize a problem.  Once enchanted, any damage to the structure would quickly cause the threads of magic to unravel - much in the same way our War Pegasi did when damaged.  This isn't an issue for standard use or minor scratches, but an enemy bullet is likely to put a dent in the hull and harm its flight characteristics.

However, the advancement of Adamantium-enchanting is not wasted; we replace the time-consuming carpet manufacturing process with an Adamantium-based one.  Essentially the same magical prayers and spells woven into the carpet, the magically-engraved Adamantium is rolled up into a type of large "scroll" and one is mounted on each side of the Skyskiff, with additional armor added below that wraps around the Adamantium scrolls to protect them from damage.

As an added bonus, we discover that by not rolling up the scroll completely and leaving a small tunnel down the center, the Adamantium scroll can actually pull in air and force it out the back at an increased speed! Despite being significantly heavier than the War Pegasi, the Skyskiff is miles faster, to the point where it becomes difficult for the pilot to see through the wind.  It is slightly less manueverable, but with absolute air domination it shouldn't be a problem.

The Skyskiff can be flown by someone as low-skilled as an Apprentice, with room in the rear for a supply of Thunderbolt wands and firestorm grenades that a second Apprentice can use.  Due to the all-Adamantium construction, it is merely Cheap.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on July 06, 2017, 11:29:12 pm
Aw shit Arstotzka is going to be salty about this one!

Anyone up for applying those adamantine scrolls to something like our ballistae? I mean anything going through one of those is going fast so we might be able to develop rifles or even bigger cannons to launch.

I mean, we aren't going anywhere further with flight until we get windscreens :P
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on July 07, 2017, 12:02:35 am
Windscreens? Lets just spend our Revision on gaining the ability to change some new values on our Adamantium, Such as if it's Opaque or Not (Better then Bullet proof Glass!), how brightly it glows (is it on fire, or just a bright idea?), Whether it weighs 1/4th an ounce per sq foot or three tons, per sq foot (For wall use obviously).
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on July 07, 2017, 12:08:34 am
Or the tensile strength of the material. Those guns of their won't work if our armour is effectively bulletproof.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on July 07, 2017, 03:11:24 am
I can get behind customantium and won't complain if it wins, but I'd still prefer to revise our firestorm shells to explode rather than just burn. Fire on it's own isn't doing enough to stop their crystal armour.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on July 07, 2017, 03:26:58 am
Yes indeed, explosive shells are where it's at.

Alwathnayu Mukafa'a (Heathen's Reward): The people who make Alnnar Almuqaddasa are a strange bunch. Though some consider their product magical, they themselves insist it is not. Calling themselves the al-Chemists, they have started to... experiment. After their first experiment led to the Alnnar production center burning to the ground, we moved them to the edge of the city. After the new compound exploded, we moved them into the desert. So far, their remote laboratory has yet to explode or burn down, though not for lack of trying.
Anyway, all this effort has led them to a new substance that they call Alwathnayu Mukafa'a. They have managed to recreate the worthless powder that the Chinese merchant gave us as a gift last time he was here, and combine it with Alnnar to create an extremely volatile substance. A thick liquid, it can be poured into shells just like Alnnar, but when hitting a target, it does not simply burst into flame, but explodes in a manner reminiscent of Arstotzka's fireballs. They believe that the explosive power should be strong enough to at least crack Arstotzka's crystal armour.
Shells filled with Alwathnayu Mukafa'a will be known as HE Shells (which stands for Heathen Embracing Shells).
(Naturally Alwathnayu Mukafa'a will also be made available in grenades, much as Alnnar Almuqaddasa is)
Title: Re: Wands Race - [Moskurg]
Post by: Atomic Chicken on July 07, 2017, 05:22:35 am
Quote from: Revision Votes
(1) Alwathnayu Mukafa'a (http://www.bay12forums.com/smf/index.php?topic=163276.2715;topicseen.msg7504875#msg7504875): AC

Explosive shells are definitely a much-needed improvement, especially now that our air deployment capability has grown so considerably. If we're going to swarm the sky effectively next turn, we need to arm our bombers to destroy, not hinder.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on July 07, 2017, 05:32:47 am
Quote from: Revision Votes
(2) Alwathnayu Mukafa'a (http://www.bay12forums.com/smf/index.php?topic=163276.2715;topicseen.msg7504875#msg7504875): AC, Kashyyk

Once we've done that, I think we should develop a grenade launcher, based off of the adamantium scroll. Then our skiffs and soldiers can launch the grenades further and faster than throwing.

Another idea. Develop lightning rifles that are powered by cut-down WoTs. The key part here is that the casting mechanism is built into the rifle, so a mundane trooper can use it. Even if they end up being expensive, a mundane rifleman can replace the second apprentice on the skyskiff (allowing that apprentice to be used for other things), as well as us being able to field specialist rifle regiments.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 07, 2017, 08:47:41 am
It might be necessary to do that. That said, first I want to make all our lightning seek crystal SPECIFICALLY, otherwise we're going to have minor accidents of friendly fire.

"al-Tawrbinat, what did you shoot that man for?"
"Well, sir, I was looking at the Arstotzkan, but the lightning went sideways!"
"THAT'S IT! GET THIS MAN OFF MY FIELD! Assign him to the Alnnar Almuqaddasa manufactory. As a brewer."
"NOOOOOOOOOOOOOO!!!"
"Shut up your dramatic yelling! It's only a 74% casualty rate! You only get to complain if it reaches 75%. By the way, don't you dare die, or I'll have to start giving people hazard pay for working a job with 75% casualty rates.

Quote from: Revision Votes
(4) Alwathnayu Mukafa'a (http://www.bay12forums.com/smf/index.php?topic=163276.2715;topicseen.msg7504875#msg7504875): AC, Kashyyk, Madman198237, SMMI
Title: Re: Wands Race - [Moskurg]
Post by: Atomic Chicken on July 07, 2017, 09:47:30 am

"Shut up your dramatic yelling! It's only a 74% casualty rate! You only get to complain if it reaches 75%. By the way, don't you dare die, or I'll have to start giving people hazard pay for working a job with 75% casualty rates.
On the bright side, all brewers who perish within our sacred chemical manufacturing plants are instantly declared martyrs upon death. Comes as a job benefit.

Regarding the trader, can we have his mind analysed by a Detect Thoughts-casting wizard? It's what we did with our first merchant, and this one seems even less trustworthy.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 07, 2017, 10:07:26 am
We'd better analyze his mind.

Hey, NUKE, can you specify the Firestorm grenades as receiving the new explosive liquid? I get that it should happen automatically, but with the new Skyskiffs, no reason to even leave anything open to doubt.

Also, next turn's design: Turn the rolled-scrolls of adamantine into FIRESTORM GRENADE SHOOTING GUNS.

Is genius, and totally not a ripoff of Arstotzka's non-exploding handcannons.

Also: We're going to apply these jets to our airships. I'd recommend making a *new* airship with jets built into the bottom hull, pointing straight down.

Then, we revise large canisters of the original Alnnar (Flammable, not explosive).....that can be poured into the stream of air.
It's a humongous flying flamethrower.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on July 07, 2017, 04:41:30 pm
I added a thing about grenades. I had assumed that was obvious, but you're right, there's no harm in mentioning it.

If our fliers work this turn, we might want to look into designing even more potent munitions for them to drop. If Arstotzka rolls out a new handcannon that manages to shoot down our Skyskiffs like flying fish in a barrel... then we, uh, are probably buggered regardless.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 07, 2017, 04:48:49 pm
Doubt it's possible, since a gun capable of ignoring armor that can stop medium-range CANNONS (Bigger than handcannons, I believe) and is flawless at shooting them down is probably beyond their tech.

That said: Infantry with grenade launchers, skyships that are basically flamethrowers, what wondrous options have we uncovered!
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on July 07, 2017, 05:14:57 pm
I dunno, flying grenade launchers are a better option. Mind if we can get a revision in to boost adamantine's tensile strength that'd be great, especially if we then combine it with transparency: Bulletproof windows for EVERYONE!
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 07, 2017, 05:17:18 pm
I think we push them FAR away from the desert, and then give adamantine a design so we can manipulate ALL its qualities. Cloth, wire, metal, or lightning rod, SURE!
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on July 08, 2017, 11:32:40 pm

Revision: Alwathnayu Mukafa'a (Heathen's Reward):
[3+1]

After so much time spent playing with the foul substance, our al-Chemists claim to have concocted a new one.  Similar to the impossible-to-extinguish flames produced by our standard firestorm shells, this new liquid (if the thick goo can be called a liquid) promises to be a much more violent weapon.

When exposed to an open flame, the liquid - referred to as "Heathen's Reward" - explodes violently.  Large grains of...something...sprinkled throughout the paste take to the flame eagerly, igniting their neighbors and expanding rapidly.  This causes the goo to explode outward, coating everything in the vicinity with the fiercely-burning substance.  This allows a single firestorm shell or grenade to cover a larger area than before.

The shells and grenades are still made with sealed clay pots and fuses that must be lit by hand before firing.  Though the clay is thrown outward with each explosion, it doesn't really do any damage; not that it needs to, with the lethal fire spread everywhere.  The downside is that the liquid is even more dangerous than before, and accidents become even more deadly.  The al-Chemists point to the smouldering ruins of their last three workshops and suggest that artillery crews space themselves out when firing. 

This new shell will not crack crystal.  Cheap.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on July 09, 2017, 01:07:33 am
Quote from: evictedSaint
This new shell will not crack crystal
Damn.  That was the one thing we particularly needed.  Hopefully it'll flip their tanks over our something.

Anyway.  I think we should cast Detect Thoughts on this trader to make sure he hasn't murdered the last guy. If he did,  or otherwise sounds like a dick we should seize his ship.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on July 09, 2017, 02:33:55 am
Dang. Hopefully it will still do enough damage to disable their tanks and artillery through fire.

Use Detect Thoughts on the [Pirate?]

EDIT: In light of their reduced potency, our new shells should be known as LE Shells (Loving Embrace Shells)
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on July 09, 2017, 05:47:59 am
To be fair we don't need it to crack crystal if the armour itself is fairly conductive to heat and/or the fumes kill them anyway.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 09, 2017, 12:18:06 pm
The fumes drive them out just fine. Also, with more of the stuff spread around with every hit near misses will become deadlier, and hits will become deadlier, meaning fewer shots per tank. Also, it's probably pretty much guaranteed to do a lot of damage to their artillery crewmen.

Now then, I have bigger hopes for this turn. Our grenades should be ludicrously powerful now, probably as strong as a full-scale Firestorm shell (The old version), and the NEW Firestorm shells are even more powerful. In other words, next turn we design a tube, usable by regular infantry, capable of firing a *grenade*, not a full Firestorm shell. That or we design a new artillery piece that uses the wind force --without a wizard needing to operate it--, and revise the infantry weapon.

Probably just means "Stuff grenade into constantly-thrusting air gun"...if it goes poorly.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on July 09, 2017, 01:00:54 pm
Order: Mind-read the Trader  [6/1 -> 1]

We attempt to get near the trader and his men in order to discern what foul deeds lurk beneath the surface of their minds, but we have some difficulty doing so.  The trader is wary of our mages, and when he realizes what we're attempting to do he gets quite upset.  The attempt turns into a shouting match on the docks, and though ultimately no blood is shed tensions end up worsened.  He's still willing to purchase magic, but another attempt to discern his motives may not go over so well...

Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on July 09, 2017, 01:13:32 pm
Justified anger at an invasion of privacy perhaps, but I still have a bad feeling about him.

Quote from: Votes
(1) Seize the ship : Kashyyk
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 09, 2017, 01:15:31 pm
Wait what?

The Arstotzkans couldn't tell, as I understand it, when their minds were being read, and so invented a spell to alert them when that happens.

And plus our mages would HAVE to get close to trade...Or we just Induce Zen on some dockworkers...

Darnit, I see...it was rolled. At a disadvantage. Heh. Exactly like they always have been. And we got a 6 and 1. Ouch. Why couldn't it just be rolled at -2 or something xD

Yeah, definitely SEIZE the ship...but maybe off to return it if it  turns out he's NOT evil. Or, you know, at least not going to harm us.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on July 09, 2017, 02:04:57 pm
That's fair. Alright then, we tried. Have him arrested for piracy. 'His' ship and its contents are forfeit.
...besides, we don't have three magical weapons to sell him.


Quote from: Votes
(3) Seize the ship : Kashyyk, Madman198237, NUKE9.13
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on July 09, 2017, 08:19:37 pm
Quote from: Votes
(4) Seize the ship : Kashyyk, Madman198237, NUKE9.13, Taricus
[/quote]

Yeah, as nuke said we don't even have three magical weapons to sell.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on July 10, 2017, 05:00:02 am
Quote
(5) Seize the ship : Kashyyk, Madman198237, NUKE9.13, Taricus, Detoxicated

Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on July 10, 2017, 04:52:32 pm
Quote
(6) Seize the ship : Kashyyk, Madman198237, NUKE9.13, Taricus, Detoxicated, crazyabe
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on July 10, 2017, 06:29:50 pm
Seize the Ship

Moving quickly, we manage to surround and disarm the crew and captain of the ship with our palace guard and palace wizards.  The contents of the ship are still being cataloged, and the trader has been sent to the dungeon for interrogation.

Where do we deploy al-Mutriqa this year?
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 10, 2017, 08:26:48 pm
Desert, duh. We can't afford to lose there.


Quote from: Strategy
(1) Deploy al-Mutriqa: Madman198237
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on July 11, 2017, 04:20:16 am
Quote from: Strategy
Deploy al-Mutriqa
(2) Desert: Madman198237, Kashyyk
Sounds good.

We should really see about reverse engineering his wand of heroism at some point.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on July 11, 2017, 07:36:19 am
I dunno. Heroism doesn't stop cannon shells.

Quote from: Strategy
Deploy al-Mutriqa
(3) Desert: Madman198237, Kashyyk, NUKE9.13
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on July 11, 2017, 07:55:03 am
True, but if we can make our entire quantity-over-quality army immune to morale damage they could just run through the cannon fire.

I'll admit there are better ways to try and solve our problems, but the option is there.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 11, 2017, 08:19:57 am
I think the better option is a design for adamantine full plate armor...with a backpack.

Then you make a literal flamethrower (This is a SERIOUS proposition, I kid you not) to attach to said Alnnar-filled backpack, and watch the world burn beneath the climate-controlled soles of our infinite armies.

Edit: Screw it, have the suggestion too.

Righteous Plate Mail
By duplicating what we've seen on Arstotzkans for decades By inventing our own, completely not-a-stolen-design full-body plate armor, our soldiers can become basically immune to minor dangers like arrows, handaxes, large axes, waraxes, broadswords, battleaxes, and cannonballs. Includes a backpack tank of cool adamantine, which holds our original flammable liquid, NOT the explosive one. The backpack tank can be removed by a partner if necessary.

Revision: Total Unfair-ness Saltmachine Flammenwerfer Purge
A modification of our new wind-tunnel skiff propulsion systems, this constantly-blowing tube has a close-fitting lid that can be secured over the back of the device to stop the airflow. It has a second hole in the top, which allows for a hose connected to the backpack to feed Alnnar into the wind stream. This Alnnar is lit by a set of matches (The slow-burning rope kind. Have multiple to ensure lighting) or adamantine spike, depending on whether or not adamantine can be hot enough to light Alnnar. The system can be used by regular infantrymen, as it requires no magical upkeep. In order to  project the fluid, the soldier pulls a lever connected to a valve connected to the adamantine tube, opening it. To close the valve, push the lever the other way.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on July 13, 2017, 12:32:16 am
Combat for 943

Arstotzka makes a breakthrough in gem-based magical technology this year.  Dubbed "Aethergems", these contraptions seemingly generate magical energy from nothing.  They're basically a few anti-magic gems, circuits, and wires strapped to a magegem, but the largest of the series can produce enough energy in ten minutes to power a PSF-C blast.  The most frightening aspect is how they seemingly render mages obsolete; though they are still rather slow, Aethergems mean that mages aren't required for every little magical task.  They spend the first of their revisions putting three A-level Aethergems on a variant of their HA1 cannon, which allows them to fire it once every ten minutes without mage intervention.  By itself, this isn't particularly useful, but it does work as a proof-of-concept.  For their second revision, they modify their Flare spell to work as an offensive spell.  Requiring very little energy, it produces a bright white light that can temporarily blind anyone who didn't have their eyes closed at that particular second.

Moskurg likewise makes a breakthrough in their special brand of magical technology.  Dubbed the "Skyskiff", this flying device is an Adamantium canoe with two War Pegasi attached to the sides.  The armor is thick enough to prevent HAC-1 penetration at medium range, and is practically invulnerable to anything smaller caliber.  The most important aspect of this development is their own development of "Scrolls" - their War Pegasi are made out of rolled Adamantium now, which is rather uncomfortable for carpet riders but vastly improves the ease of production.  By keeping an open center to allow air to pass through, these Adamantium War Pegasi Scrolls experience a vast increase in speed.  Despite the heavy Adamantium construction and the fact that the Skyskiff carries two passengers, it is by far faster than the previous carpet-based version.  For their revision, they give their Firestorm concoction a bit of TLC and upgrade it to Explosive.  Now their Firestorm shells and grenades should explode rather violently once the clay shell is broken, although for the moment that just means they can spread their fire further than before rather than using shrapnel to cause injuries.  Many Moskurg soldiers complain about the new firestorm liquid, as it makes a terrible mixer for Arak.



Much the same as last year, Moskurg pushes further into the jungle.

Their tornadoes don't require line-of-sight to operate and is particularly effective around so much free debris, their lightning is effective against ground troops, and their Skyskiffs mean they don't have to worry as much about getting shot down.

Arstotzka has the advantage of heavy artillery on their side and they win most melee engagements, but their Protector is still rubbish on uneven ground. 

Moskurgs new explosive artillery shells have the most effect here and do a better job of setting the jungle on fire, but Arstotzka has been doing that for decades.  Arstotzkan artillery is still slightly better as they can field more of them (especially with the Mundane chipping in it's 1 round every 10 minutes) and their explosive shells actually send out lethal shrapnel when it hits, but both are matched for range.  Moskurgs better accuracy helps make up the difference, and in the end their tornadoes, Skyskiffs, and lightning do enough damage they can drive Arstotzka from the jungle.

Arstotzka builds fortifications on the edge of the Taiga in anticipation of further Moskurg gains next year; the tall pine trees of their homeland will likely be just as lethal in high winds as the jungle wood to the south.

Moskurg gains a section of Jungle this year.  If they hold it for a year, they may exploit it for the Jungle Wood.


The battle is less clear-cut in the desert.

Both Arstotzka and Moskurg have deployed their heroes here as it is the most critical (and the most bloody) field of battle this year.

In the relatively flat dunes and rocky wastelands of the southern end of the continent, Arstotzkan artillery reigns supreme.  Their Mundane doesn't do much by itself, but their Blind-Flare does its job as a close-range panic spell to give the user time to mount a defense.  The last thing a surprising number of Moskurg soldiers see is a bright white light illuminating the sweaty face of an Apprentice, with his eyes squeezed shut.  With less to burn Moskurgs artillery relies on precise hits and near-misses to splash fire onto enemy troops - the fumes do most of the work rather than the actual fire, but that hardly makes a difference to those engulfed.  Incredibly enough, the Firestorm shells are like smaller-scale Arstotzkan Fireballs, but with more smoke and slightly more range.  This makes plenty of Arstotzkan wizards grumpy, and they waste no time in switching from artillery duty to fireball-flinging as soon as enemy troops are in range.  Battles are easy enough to find from all the smoke, though constant rain and howling winds wither flames pretty quickly.

The Protector still suffers here, as its wheels still break easily and are susceptible to fire.  It's biggest contribution to the battlefield is acting as a mobile bunker that can fire a few times before being burnt-out, as even if it COULD get closer than Long Range before getting shut down Moskurg's anti-magic would render the magical circuitry inert.  It's a very promising piece of equipment, but until these flaws are addressed it will likely not be a major part of the battle in the south.

Moskurgs Skyskiff does a much better job here than the Protector.  The original carpet-and-saddle riders are obsoleted by the well-protected body of the craft with its two Adamantium Pegasus Scrolls providing surprising forward thrust.  It can only be flown so fast before visibility becomes impossible for the driver, but that's enough to throw off the aim of soldiers on the ground.  Even if the rare shot DOES hit, beyond Medium Range an HAC-1 is unlikely to do more than dent the underside.  With one mage steering, the other is free to pick-and-choose his targets, dropping the highly explosive Firestorm grenades on enemy emplacements and striking out with their cheap wands of thunderbolt.  Unless they get caught in a banking maneuver that exposes the top part of the canoe, they're virtually unkillable.

Again, as it was last year, Moskurg ships are able to land troops behind Arstotzkan lines and field Skyskiff sorties deep in their backfield, but the effect is mostly nullified by Arstotzka's Wand of True Light.

Myark and al-Mutriqa fight it out this year on the battlefield, facing one another for the first time in nearly a decade.


Spoiler: Duel (click to show/hide)

Myark has been wounded and will be unable to fight next year.

Moskurg regains a section of Desert.


With Moskurg forces tied up fighting in the desert, they are unable to push north to fight in the Plains.  No battle occurs there this year.

Arstotzka has retained control of the Plains for a year.  They may exploit it for resources.


Moskurgs Skyskiffs are fast enough to catch Arstotzkan Steam Powered Boats.  Being nearly impossible to shoot down with HAC-1's, they easily dominate the air and suppress Arstotzka's navy this year.  Many Arstotzkan sailors die this year of asphyxiation, as Moskurgs only way of getting to soldiers hiding behind crystal barriers is to smoke them out with their pungent fire.

Moskurg gains a section of shoreline in both the Eastern and Western Seas.


Other News:

Both nations decide to seize the Traders assets this year.  His sudden appearance and reluctance to speak is suspicious enough, as well as the familiar boat from the trader from years past.  Neither side has any trouble capturing him and his crew, and they've been put in both sides respective dungeons.  Interrogation will prove what his intentions were soon enough.  His ship was, as he said, full up enough with various treasures to give both sides an Expense Credit this year.

Hayat has recovered from her injuries from the previous year.  Once very beautiful, her face is now a mess of scarred tissue.  She wears the scars proudly as a badge of honor, as none may now say she was too cowardly to fight for her nation.  Her ruined Queen's Will is replaced with an Adamantium Pegasus Scroll, courtesy of Moskurgs Design Team.  She seems quite pleased with it, as it's by far faster than the old cloth variant from years past.  She names it the "Malicious Intent".  The name unsettles those in the court, but none denies it is a fitting name.  With her wounds healed, Hayat may now work with Moskurgs Design Team to provide a Revision Credit.

In accordance with Arstotzkans Scholarship, all non-drafted apprentices who serve for at least two years after being educated at Arstotzkas Academy for Adequate Apprenticeship are free to retire from active duty.  Though the number of apprentices who either survive that long or choose to retire rather than attain a Wizard-level ranking is quite small, enough have trickled back into society over the past few years to be noticeable.  Most are crippled in some way, but those who still have hands prove to be quite capable farmers with Dogwood Wands.  It took quite a while to see the return on investment, but the increase in crop harvest is enough to earn Arstotzka an additional Expense Credit this year.

In brighter news, two members of the Arstotzkan design team decide to get married this year!  Formerly bitter rivals, Watcher the Ram and Chief Waffles put aside their differences to confess their undying love towards one another.  (Order: [6/5] -> [5])  Their wedding proves to be so lavish and ornate and their love so pure that the King has agreed to give the design team a minor increase in funding this year (+1 to Expense Roll this Design Phase).


!!DESIGN CREDIT!!
A strange man has arrived on the eastern shores of Forenia.  He claims to be a "magician" - true enough, he has managed many surprising feats of magic that our wizards cannot replicate.  He seems to draw from many schools of magic at once, in fact.  He is able to Conjure and Disaparate living creatures from the confines of his headwear, namely a rabbit (our mages confirm that yes, it is a real, living rabbit).  He is able to read the minds of our most formidable mages and discern which slip of paper from an entire stack they had chosen, then magically conjure that paper to the top.  At one point he even chopped a living woman in twain with little more than a saw and a pair of boxes, but without harming her or spilling a drop of blood!  To make the feat even more incredible, he healed her injuries to the point where it was impossible to tell she was ever injured at all. 

He refers to himself simply as "The Saint".

Our design team agree that such a powerful Legendary Wizard would surely benefit our side, if we can attract him thusly.  Hostile action is absolutely out of the question - there is little doubt that such a powerful wizard would be able to squash our entire kingdom with ease, if he so chose.  Whichever side can offer the most attractive proposal will gain his magical knowledge and a second design that turn through a Design Credit.


It is 944, the Design Phase.

Spoiler: State of Forenia, 944 (click to show/hide)

Spoiler: Moskurger Spells (click to show/hide)



Behavior Rules.  Please Read.
Spoiler (click to show/hide)
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on July 13, 2017, 01:23:19 am
Well gentlemen, we've just unveiled one of the most game-changing magical inventions. And as a little bird has told me that their cannons ARE vulnerable to anti-magic, revising our skyskiffs to carry such a wizard would be extremely potent weapon against their artillery.

Though that is fixable with a revision. With the research credit this turn, we should definitely work on making something powerful to drop from the skiff.
Quote
Bane:
Learning the lessons from the creation of adamantium and the particular effectiveness of the explosive firestorm and creating a new, far more effective explosive. By effectively summoning this new material we can create a new explosive as effortlessly as we create adamantium. Surreptitiously named 'Bane', this substance begins life as fine powder, capable of blowing up with significant form but relatively stable 'Bane' is means to be used as both a component and by itself: Added to the firestorm mixture it vastly improves the blasting capability whilst also stabilising the mixture preventing accidental detonation, and moulded with resin, water and a bit of tar can be make into an excellent explosive in it's own right which can shatter the crystals right off the arstotzkans.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on July 13, 2017, 02:14:11 am
Correction: we have unveiled a game-improving magical invention, which has finally elevated air power to the level it is supposed to be at.
They have unveiled a game-changer, by letting non-mages cast magic. They're shit now, but once they fix them their 'loads and loads of cannons' is going to become 'come on, this is a ridiculous amount of artillery, there's no way any army could deploy this much'.

I predict they use their design to improve their aethergems and install them on as many things as possible, and their revision to create AP ammo for their HACs.

...spending a design creating high explosives would be useful. Using a revision to create transparent Adamantium and making windshields for our Skyskiffs would let them travel at faster speeds, dodging their predicted AP fire.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on July 13, 2017, 02:30:19 am
I propose an alternate design, the Lightning Rifle

Essentially a Lightning conductor and firing mechanism wrapped inside a comfortable wooden case,  this rifle focuses on a few key selling points:
- The conductor "barrel" is engraved with words of command,  encouraging the lightning to always travel forward, mostly in a straight line, and to resist the urge to immediately ground itself
- The Lightning itself comes from miniature Wands of Thunderbolt they only contain the cage or cell that stores the lightning,  without the handle or primitive targeting rod.
- The firing mechanism is a trigger attached to an activation rune,  allowing a non-magical individual to use the weapon.

This will provide us with a mass produceable ranged weapon that will again  revolutionise infantry combat. eS said we're lodging melee currently,  and this will fix that.  Further, the only reason why the second crewman on the skyskiff needs to be a wizard is so that they can use the Wands. This will instead allow us to deploy mundane troopers to shoot lightning more accurately,  whilst also letting us use those replaced apprentices for something else.

Finally,  I think this might be something we can get that +1 to lightning on.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on July 13, 2017, 03:04:15 am
The problem with a lighting rifle is getting conductivity to a long-distance target.Also, why go into melee when we can just bomb the living shit out of them and ensure they never even get close?

Also Nuke, that would be a concern if their cannons already didn't require mages and Arstotzka had any spells worth a damn for apprentices to cast.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on July 13, 2017, 03:09:12 am
What do you mean? Currently, their cannons require mages on hand to operate cannons. Sure, they may just be apprentices, but that's still a limiting factor. If they can get rid of that they could get even more cannons. Which, as mentioned, is ridonkulous.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on July 13, 2017, 03:11:18 am
Yeah, but as the crystals themselves are still magic, and not immune to anti-magic we only need to get a skyskiff that can hold a mage with an anti-magic staff who CAN use it from the skyskiff and those guns are silenced for a while, mage or not.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on July 13, 2017, 03:19:21 am
Won't our own skyskiff suffer from the antimagic as well? Unless you're suggesting the mage should hang over the side and make himself a nice target.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on July 13, 2017, 03:35:09 am
Well that's why we have to use the revision to do that :P

Mind, once we do do that we can make entire areas completely vulnerable to skyskiff bombing with just the one anti-magic mage shutting down cannons.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on July 13, 2017, 03:43:00 am
Good call last round guys.
Let us fortify our air advantage. Maybe paratroopers or a bigger version of the skyskiff?

Title: Re: Wands Race - [Moskurg]
Post by: Taricus on July 13, 2017, 03:45:24 am
Paratroopers we need better gear for, and a bigger skyskiff isn't as good as it could be given our lacklustre ordinance.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on July 13, 2017, 03:52:10 am
If people think we need to upgrade our artillery and ordinance I bring back this design:

Lightning Cannon
Inspired by Hyat's thesis on other used for lightning, another student produced an essay on an effect now called mughantisia, magnetism. The principle states that lightning projects a field that can push or pull certain metals. By wrapping a greased barrel with a number of separate coils of iron wire and then discharging a lightning wand through each coil in sequence, an iron projectile will be pulled through the barrel by the coils and will be launched at immense speeds. The majority of the effort here goes into timing the lighting discharge for maximum effect and ensuring the mounting is similar enough to our ballista that the lightning cannon can be easily substituted. As this only uses the mundane effects of electricity, rather than improving on it magically, I believe this will warrant +1.

We can also use Hyat's Research Credit on this.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on July 13, 2017, 03:58:58 am
That still has the issue of the projectile not being useful in our current situation; the cannon itself is valid but without high explosive ammo it's not going to do much if it gets into expensive.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on July 13, 2017, 04:02:42 am
The iron shell can be modified to include a canister of Heathen's Reward along with some sort of impact trigger, possibly a WoT that discharges into the shell? The detonation should fragment the container quite nicely.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on July 13, 2017, 04:07:56 am
The problem is that's not enough to crack their armour, and a large cannon like that needing direct hits to effectively kill isn't viable.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on July 13, 2017, 04:10:37 am
We have to start somewhere, and to immediately go for a cannon that you seem to be wanting feel way too ambitious. Surely it'd be better to get something that fits a more modest specification so that we can improve on it, rather than something plagued with bugs?
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on July 13, 2017, 04:14:04 am
Well, we do have a research credit, so it makes sense we go for something rather ambitious like bane this turn. We get bane and we can practically shoot into modern firearms straight up. (And I have an idea on the lightning/electrical bonus, but that's basically a revision)
Title: Re: Wands Race - [Moskurg]
Post by: Atomic Chicken on July 13, 2017, 04:32:35 am
Quote
Bane:
Learning the lessons from the creation of adamantium and the particular effectiveness of the explosive firestorm and creating a new, far more effective explosive. By effectively summoning this new material we can create a new explosive as effortlessly as we create adamantium. Surreptitiously named 'Bane', this substance begins life as fine powder, capable of blowing up with significant form but relatively stable 'Bane' is means to be used as both a component and by itself: Added to the firestorm mixture it vastly improves the blasting capability whilst also stabilising the mixture preventing accidental detonation, and moulded with resin, water and a bit of tar can be make into an excellent explosive in it's own right which can shatter the crystals right off the arstotzkans.

Whilst I agree that developing higher grade explosives would be a good way to spend our revision, I don't see why we should complicate the process by summoning a new material. It strikes me as an unnecessary risk, considering that our al-Chemists' mundane techniques have been reasonably successful so far.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on July 13, 2017, 04:37:06 am
It's more so we aren't restricted by mundane limitations on the explosive. And we'd need to spend the design on it as the revision should go to anti-magic being usable from skyskiffs.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on July 13, 2017, 04:58:15 am
Well, we do have a research credit, so it makes sense we go for something rather ambitious like bane this turn. We get bane and we can practically shoot into modern firearms straight up. (And I have an idea on the lightning/electrical bonus, but that's basically a revision)
I think trying to invent a coilgun is ambitious enough. We can enchant the thing with salt-inducing lucky strike and add the HE rounds too. Direct hits will be more likely, and a nearby HE round will still disable their Tanks due to the crappy wheels.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on July 13, 2017, 04:59:20 am
We're already burning the wheels off of their tanks. But the HE comes first as our air force, and thus our navy, benefits from it.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on July 13, 2017, 05:30:00 am
We're already burning the wheels off of their tanks. But the HE comes first as our air force, and thus our navy, benefits from it.
We should be able to do it with just a revision though. We're basically there with an explosive round anyway, as we got a 4 on it. What we need is something to break through their crystal in their tanks, ships and anything else they make. Specifically an AP round, which a solid chunk of metal moving at high velocity is.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on July 13, 2017, 05:44:13 am
A flaming explosive round. No idea if we can translate that into a purely explosive substance. And an AP round isn't going to do much against infantry, not with the rate of fire a cannon like what you're proposing would have.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on July 13, 2017, 05:47:13 am
Quote
Angel's Wings
Engineers have taken the knowledge of our pegasi and the adamantium to create lightweight wings. These wings that have a mild air effect have several bands of leather attached to them so its wearer can maneauver the wings in the way he likes. By beating the wings he can gain some height, but its true strength lies within its gliding abilities. The Angel Wings troops can easily drop off our airships to drop behind the enemies defensive lines and strike them by surprise.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on July 13, 2017, 05:53:00 am
Again paratroopers aren't viable if we don't have the weapons to seriously affect their troops.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on July 13, 2017, 06:38:11 am
*cough*lightning rifle*cough*

A flaming explosive round. No idea if we can translate that into a purely explosive substance.
I think with just a revision we can. Because magic.

And an AP round isn't going to do much against infantry, not with the rate of fire a cannon like what you're proposing would have.
I didn't even mention a rate of fire on this thing, but I can't see why it couldn't be 3 round per minute, or even better. All we'd need to do is shove a greased iron shell down a greased barrel, connect a handful of WoTs, then aim and fire. quicker to use than a mundane cannon, and I'm guessing about as quick as an Arstotzkan one.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on July 13, 2017, 06:45:38 am
Yeah. But there's two differences to account for with the arstotzkan cannons:

So we need to be able to rectify both of those things before we can start with lightning cannons. And more to the point I highly doubt the lightning cannons will outrange their guns so it's not really going to be useful. Whereas bane, being a powder and a component can serve both as an explosive itself and as a stabiliser to our firestorm mixture to ensure it doesn't go off prematurely. And will certainly also have other applications, like being a replacement for gunpowder among other things. A large bomb that can utterly shatter their ships at sea and their armour on land is a worthy enough goal, and we can save the +1 to lightning for something like power transmission (Power armour anyone?)
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on July 13, 2017, 06:56:41 am
Quote from: Storm Elementals
Our Winds of Ruin have shown that we can become one with the Storm that Allah has Given onto Us. Let us Truly seek to embrace the Storm then. By focusing the scale of the control of the ritual, we have found that a single Wizard is able to not only Control one of Allah's Zephyrs beyond the horizon, but also Cast Spells from the Zephyr as if they existed within the Zephyr, as well as personally strengthen the Zephyr.

Goals of Design:
*Wizard Expense Level (Expensive)
*Allow Wizards to cast Spells from Zephyr
*Zephyr remains at BLOS range
*Make the Zephyr winds Stronger

Previous Magic Experience:
*Weather Magic
*WoR Mental Control
*Divination for Seeing While Not Being There

This will continue to push all of our fronts, allow our wizards to wreck all the shit, sets up for huge ass Tornadoes that shoot all the lightning out of them, and maybe one day Lightning Sharknado that we just fire and forget on our enemies.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on July 13, 2017, 07:02:08 am
Doesn't really set up combos for repeated punches though SMMI, we kinda need things we can design follow-ups for.
Title: Re: Wands Race - [Moskurg]
Post by: Atomic Chicken on July 13, 2017, 07:16:04 am
Stuff I personally think would be beneficial at the moment, in no particular order:

- Explosives capable of destroying crystal. Because smoking out the enemy isn't going to work in the long-term.

- Full-body adamantium plate armour. Gives our infantry complete immunity to fireballs and much better protection in general.

- Photochromic adamantium. Normally transparent, but is set to become opaque when light intensity exceeds a critical value, to protect against blinding flares. Can be used to make skyskiff windshields and transparent visors for our armour.

- A much more powerful version of the Zephyr. Tornados are currently underwhelming and overly-dependent on the availability of debris, but they’ve got the potential to wreck the entire battlefield, especially now that their range has reached beyond line of sight. Just imagine what we could do with winds strong enough to pick up an entire APC!
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on July 13, 2017, 07:22:10 am
They don't need direct hits to penetrate armour
Because they've spent several actions on making the heaviest armour they can, whereas we've spent less on making manoeuvrable armour.

Their ammo doesn't blow up on them
I'll grant you this one.

And more to the point I highly doubt the lightning cannons will outrange their guns so it's not really going to be useful.
I disagree. If we can get to long range using torsion, we can get beyond that with a coilgun. And there we're out-ranging them because we have our pseudo-sentient storms.

Whereas bane, being a powder and a component can serve both as an explosive itself and as a stabiliser to our firestorm mixture to ensure it doesn't go off prematurely. And will certainly also have other applications, like being a replacement for gunpowder among other things.
I won't deny having better explosives is better, but I still think we can do this in a revision, and do the lightning cannon with a research-credit design.

We can save the +1 to lightning for something like power transmission (Power armour anyone?)
If we're wanting power armour, I think we should use this research credit on it. Care to make a design?

EDIT: All good stuff AC, but as usual we've got way more things to improve than we have time to improve them. I personally think a better artillery piece is the best action now.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on July 13, 2017, 07:27:22 am
I'd actually say no to full plate armour, at least not without providing artificial musculature and such to it to ensure we can really make it impenetrable. Not to mention our troops still need to breathe. A fabric form of adamantium with solid plates of adamantium woven in would provide a much lighter and comfortable form of protection. The transparent adamantium is a pretty creative way of getting transparent visors and windshields though, and helps with those flares but it only needs a revision to be done.

And the zephyr is... well, not really that effective as an offensive tool wide open areas or on the seas. Which leaves explosives.

And no-one is saying we can't throw a few bombs into a zephyr to cause chaos and mayhem in the arstotzkan ranks :D

@Kashyyk: Sure, I'll propose a design for powered armour but we're going to need more experience in summoning materials from the aether to get the musculature for it, not to mention the circuitry to power the design. Bane gives is an immediate technological and combat advantage which can be further pressed with it's applications alongside adamantium. Bane isn't just to improve explosives as it is to be a new material altogether.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on July 13, 2017, 08:10:37 am
Alright, so I think we should spend a design on explosives, for the following reason: Alwathnayu Mukafa'a rolled reasonably, but was still very weak. Even with the experience gained, I'm not sure a revision will be enough to get us the power we desire. I mean, if it increases the explosiveness as much as Alwathnayu Mukafa'a did, it'd still not be strong enough to really wreck Arstotzka's crystal.

I think using mundane means is fine, though. I mean, if Arstotzka can leapfrog up the tech tree to fricking steam engines, I think we can create gunpowder.

Hariq al-Siyni (Chinese Fire): After witnessing the power of Alwathnayu Mukafa'a, we realised that the al-Chemists were on to something. So we decided to see what they could do with a bigger budget. They demanded mines be set up to procure the strange mineral they call Thalj al-Sin (Chinese Snow). By combining this with charcoal and sulphur, soaking the mixture in water, and then grinding it with a millstone until it forms a fine powder, they have created a substance that does not merely burn- it explodes with righteous fury.
We do not pretend to understand the magic of al-Chemy (which, again, they insist is not actually magic). All we care about is, it works, and it creates a significantly bigger boom than before.
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on July 13, 2017, 08:37:37 am
Doesn't really set up combos for repeated punches though SMMI, we kinda need things we can design follow-ups for.

The follow up for Storm Elementals is making it so that the Zephyr can cast spells and seek out enemies without Wizard Control. Followed by making the WoR not need direct Wizard Control. Basically we make semi-intelligent Storms to wreck the enemy.

Also, it makes it so our furthest reaching weapon is devastating when used in the Tiage, Mountains, and Jungle, and strong in the Desert, Plains, and Seas.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on July 13, 2017, 08:45:31 am
Quote from: Designs
Bane - Magical Explosive (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509317#msg7509317)
Lightning Rifle (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509352#msg7509352) :
Lightning Cannon (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509392#msg7509392) :
Angel Wings (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509440#msg7509440) :
Storm Elementals (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509467#msg7509467) :
Hariq al-Siyni (Chinese Fire) (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509498#msg7509498) :

I suspect they managed to sneak their fireballs into the steam engine somehow, just like they've done to make their cannons. Either way, I suspect I won't be able to win with the Lightning Cannon just yet, but if we get a good explosive this turn I may have some more support for it next turn. Assuming Arstotzka doesn't pull some nonsense out of left field anyway.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on July 13, 2017, 09:02:06 am
Quote from: Designs
Bane - Magical Explosive (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509317#msg7509317) : (1) Taricus
Lightning Rifle (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509352#msg7509352) :
Lightning Cannon (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509392#msg7509392) :
Angel Wings (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509440#msg7509440) :
Storm Elementals (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509467#msg7509467) :
Hariq al-Siyni (Chinese Fire) (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509498#msg7509498) :

We need to leapfrog a bit in regards to explosives Nuke, and we can afford to with the research credit. @SMMI: The storm elemental, or the storms themselves, aren't cast at sea, meaning they aren't likely to help there.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 13, 2017, 09:29:00 am
Alright, so I've wasted a lot of time thinking on this. There are a few options,  some more fun than others.


Flametroopers
In one design we should be capable of roughly duplicating almost-full-body plate armor. Add a backpack to that and use the revision to downsize an adamantine scroll to easily-man-portable size.....and pump Alnnar (The original, flammable stuff, not the explosive) into the tube. Light at other end. This will likely require two turns (One for armor and a clothlike/leather-like adamantine for better temperature protection) and one full turn for functional flame-throwing.


Phoenix
Refitting an Alsamma is a natural consequence of upgrading our air forces....but this isn't your average refit. Massive numbers of the scrolls are fitted everywhere, including a large number pointing directly DOWN under the hull (Set into the hull itself and pointed downwards). Inside the now-empty bays (Where the carpets once resided) are giant tanks....tanks filled with Alnnar. By injecting the fluid into the downward stream and lighting it as it exits, the entire ship can become a fiery weapon of the wrath of our nation. Merely flying over Arstotzkan positions with this beast will silence them and all within them...forever.


Finally, my favorite:
al-Tawrbinat's Wind Machine
By ramping up the power of the adamantine scrolls, we can create a wind cannon, a more graceful alternative to the elderly ballista or profane cannons of Arstotzka. Projectiles fed into the slot at the top rear of this weapon are pushed with great force down the barrel and fly to Extreme range or beyond.


And for the revision we either design a modern artillery shell (Aerodynamic shape, though we probably won't need rifling what with Lucky Strike and all) or we do this:
al-Tawrbinat's Hair Dryer (Better Name Pending)
The Wind Machine is a wondrous invention. So wondrous that al-Tawrbinat himself spent extra time on the project this year and invented a man-portable version capable of throwing a Firestorm grenade out to Medium range. Since it is constantly "on", there is a cover over one end that will stop the wind until it is removed. Just like the artillery version, anything dropped into the hole on top (Near the back of the tube) will go flying, quite far.
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on July 13, 2017, 09:44:30 am
We need to leapfrog a bit in regards to explosives Nuke, and we can afford to with the research credit. @SMMI: The storm elemental, or the storms themselves, aren't cast at sea, meaning they aren't likely to help there.

The focus is on land combat anyway at the moment, and we're killing it on the seas so we don't need to advance there specifically.

Quote from: Designs
Bane - Magical Explosive (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509317#msg7509317) : (1) Taricus
Lightning Rifle (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509352#msg7509352) :
Lightning Cannon (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509392#msg7509392) :
Angel Wings (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509440#msg7509440) :
Storm Elementals (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509467#msg7509467) : (1) SMMI
Hariq al-Siyni (Chinese Fire) (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509498#msg7509498) :
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on July 13, 2017, 09:49:46 am
Okay, so, I was discussing this in the Discord. The Storm Elemental idea is neat, but I think we can take it a step further. It's a bit of a desperation move, but we are desperate.

Storm Elementals (Soul Transposal): Since our very first experiments with magic, we have seen that the minds of men are powerful things, capable of transposing their will onto others in devastating ways. Our control of the mind has gotten more refined, with time, and we reached the point that we could even create new minds to inhabit our storms and direct their actions. However, these minds are weak, and require the dedicated effort of many wizards to control and sustain.
Yet... why do we need to create new minds, when we have so many already at our disposal? They may be contained within mortal forms presently, but we have seen with spells such as Antichronic Reverbramancy that said connection is weak, and easily broken.
So. Take Winds of Ruin. At first, everything is normal. A storm is summoned, and a wizard exerts their will over it. However, rather than stop there, the wizard focuses more and more of themselves onto the storm, 'transmitting' their consciousness into the elements using a technique similar to Teletalk wands. Certain substances help the wizard detach themselves from their body, until at last they have become the storm, controlling it effortlessly, like they did their body before. The newly formed Storm Elemental is free to roam as far afield as it pleases, wreaking havoc on Arstotzkans wherever they may dwell.
Meanwhile, the wizard's mortal form is in a sort of 'coma'. A ritual will be devised to summon the wizard's soul back into his body when their rampage is complete... but if the ritual doesn't work, well... they're not dead. And their names will be remembered forever, as martyrs.

In other words... we make storms autonomous by, as it were, sacrificing wizards. Not literally! They aren't dead! Just, their souls and body have been separated, and it may not be possible to rejoin them.

...I'm not saying this is the best idea ever. But if we want to go down the Storm Elemental route, this would provide a lot more bang for your buck.



EDIT: Of the current suggestions... I like the Phoenix, and the Lightning Cannon. The Wind Machine just seems like it would be weaker than the LC. I think better explosives would be a force multiplier for our fliers/artillery, though.
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on July 13, 2017, 09:54:37 am
I like it, but I also like mine, so I'ma wait to see where the votes go.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 13, 2017, 10:09:08 am
Quote from: Designs
Bane - Magical Explosive (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509317#msg7509317) : (1) Taricus
Lightning Rifle (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509352#msg7509352) :
Lightning Cannon (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509392#msg7509392) :
Angel Wings (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509440#msg7509440) :
Storm Elementals (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509467#msg7509467) : (1) SMMI
Hariq al-Siyni (Chinese Fire) (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509498#msg7509498) :
al-Tawrbinat's Wind Machine: (1) Madman198237
Phoenix (Airship with flamethrowers): (0)
Adamantine Full-Plate Armor: (0)

Also, there's an alternative to all of this:
In two turns, we design full adamantine plate armor, enchant it to deflect/protect the wearer from lightning completely, and revamp the Hammer of Allah to hit so many times in its area of effect that you can't see what's happening behind the field of blasts.

And then we send an infantry charge through the lightning.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on July 13, 2017, 10:30:57 am
Incidentally, for the Design Credit:

We are very impressed by the Saint's magic show. Let us impress him in turn with a magic show of our own, featuring:
-The Miraculous Levitating Lady! No tricks, no wires! Just a dress with levitation spells woven into it (very dangerous, do not operate more than 3' off the ground).
-al-Sakin's Knife Throwing Expertise! Gasp in amazement as the wonderous al-Sakin throws knives at a beautiful damsel tied to a spinning wheel! Not one drop of blood shall be shed! And all it takes is some extremely powerful 'Maghnats' behind the wheel, plus Lucky Strike.
-We Could Do The Mind-Reading Card Trick But He Already Did It So Never Mind!
-The Endless Handkerchiefs Interlocking Metal Rings! How many can he pull out of his sleeve? They never end! Because they're made of Adamantium, and he is summoning them into existence.
-Fantastic Firebreathers! Gasp as mortal men breathe gouts of flame, like mythical beasts! Drinking Arak spiked with Alnnar will do that to you.
-[Anyone else got any ideas?]
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on July 13, 2017, 10:50:59 am
Quote
-We Could Do The Mind-Reading Card Trick But He Already Did It So Never Mind

Pick a man out of the lineup! Think of a number! Invent a completely random word in your head! I'm sure I can guess it!

Another one:
Look how I can make it rain everywhere but on me!
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 13, 2017, 12:30:40 pm
Proposal from Discord discussion:

TLDR: Use revision to nullify Arstotzkan artillery entirely, upgrade infantry armor to make fireballs a non-issue and give us an infantry combat advantage.

Adamantine Full-Plate
By making a set of adamantine plate armor, our soldiers can be better protected than ever before from Arstotzkan infantry weapons. Combined with a new, cloth or leather-like form of adamantine, our soldiers are entirely covered by tough and temperature-controlled material, most of which is in a highly protective plate form. Fireballs will be useless against the full helms and veil-like face protection included with our new armor.

Breaking Relativity, Because A Wizard May Have Done Something About It
Violating causality and relativity by appearing faster than the speed of light allows, the antimagic field generated by a Staff of Tubikh Rrahim begins some distance past the caster. Meaning that should the caster decide to produce a cone of antimagic field, it does not affect anything within, say, 5 meters of him. This allows for a Skyskiff's occupant to wield such a Stave without causing the skiff to fall from the sky. Arstotzka's artillery shall, for the first time in so many years, fall silent.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on July 13, 2017, 02:29:43 pm
Storm elementals are fine but if we made storm avatars instead, our wizard could rejoin their bodies afterwards
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 13, 2017, 02:32:52 pm
I disagree with doing SEs, but the proposal is for a temporary elemental controlled by a wizard. NUKE proposed a doomsday version where one or more wizards detach their souls/minds from their bodies entirely to fuel even more hideously powerful storms. The spell to reattach said minds and/or souls to their bodies isn't included in the proposal.

So no, the Storm Elemental proposal does NOT require the death of a wizard. NUKE's technically doesn't either, but it leaves the wizard in a presently unreversable coma.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on July 13, 2017, 02:48:43 pm
Yes. Since they are in an irriversible coma it is a no go... which is why i wouldnt vote for it unless changed, even though its the best suggestion so far... except for angel wings but you guys seem to hate them
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on July 13, 2017, 02:57:42 pm
Look, to make an omelette you gotta break a few eggs, and to snatch victory from the brink of defeat you have to put a few wizards into a coma.
...also, the spell to reattach them is intended to be included, just at a low priority. We might get it if we roll well. If not, well, I'm sure being a storm of unimaginable power is enjoyable in its own way.

Angel wings... remember how our carpet riders were getting shot down before? They'd just be the same as carpets.

To be clear, I'm not 100% behind SE(ST). I'd actually rather develop explosives.
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on July 13, 2017, 03:13:47 pm
Just a Thought, But why not invest in inventing overly spiked Adamantine balls? to toss into our tornadoes? they would be rather light... And it would REALLY improve how much damage they can do.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 13, 2017, 03:17:36 pm
Alright, so I'm going to adapt my vote, I think. The idea behind this is that by using the revision to slightly change our antimagic's properties, we can use it from the air. By using the design to improve our infantry armor (And get a cloth form of adamantine in the bargain), we'll likely be capable of winning every single infantry battle, because we'll have all the artillery advantage again, as well as what is likely an advantage in armor (Metal makes a better armor than crystal).

It capitalizes best on our present advantages (Total aerial domination and the ability to project that power anywhere).

Quote from: Designs
Bane - Magical Explosive (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509317#msg7509317) : (1) Taricus
Lightning Rifle (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509352#msg7509352) :
Lightning Cannon (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509392#msg7509392) :
Angel Wings (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509440#msg7509440) :
Storm Elementals (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509467#msg7509467) : (1) SMMI
Hariq al-Siyni (Chinese Fire) (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509498#msg7509498) :
al-Tawrbinat's Wind Machine: (0)
Phoenix (Airship with flamethrowers): (0)
Adamantine Plate Armor: (1) Madman198237
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on July 13, 2017, 03:46:34 pm
Thing with the antimagic plan is, that'll only disable their cannons so long as the staff is being pointed at them. To keep them disabled, our Skyskiffs would have to sit motionless in the sky.
...on the other hand, what's the enemy going to do? Shoot them? With what cannon? Maybe it would work...
No, wait. It'd take one Skyskiff per artillery position, permanently. Whereas if we let our fliers actually destroy their cannons, one skiff could disable one nest, resupply, and disable another, all day long.
...hang on, it just occurred to me that they said their crystal regenerates. In which case we'd have to totally destroy something to permanently disable it. Small-medium cracks will fix themselves.

Maybe explosives aren't the answer.

Screw it, I'm going to vote for my horrible idea. Maybe some enough people who are willing to pay the price that victory will cost will join me.

Quote from: Designs
Bane - Magical Explosive (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509317#msg7509317) : (1) Taricus
Lightning Rifle (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509352#msg7509352) :
Lightning Cannon (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509392#msg7509392) :
Angel Wings (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509440#msg7509440) :
Storm Elementals (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509467#msg7509467) : (1) SMMI
Hariq al-Siyni (Chinese Fire) (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509498#msg7509498) :
al-Tawrbinat's Wind Machine: (0)
Phoenix (Airship with flamethrowers): (0)
Adamantine Plate Armor: (1) Madman198237
Storm Elementals (Soul Transposal) (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509543#msg7509543) : (1) NUKE9.13
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 13, 2017, 03:53:13 pm
Except it's a foolish last-ditch option....and we're not in a position of desperation. If you don't think we can muster enough antimagic, well, it's got Medium range. As far as a composite shortbow like ours can shoot. At minimum, that's 300 yards. One skyskiff can pretty well shut down almost all of their artillery. Three would be overkill.

And the things are Cheap. Our antimagic is merely Expensive, I do believe, meaning that we can go FAR beyond what is strictly necessary to disable them all.

Storm Elementals, especially ones that rely on killing our mages are not a good plan.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on July 13, 2017, 04:00:09 pm
Hmm. Well, let the record show that I don't think we'll win with conventional tactics.
But for now, I'm going to vote for something else.

Quote from: Designs
Bane - Magical Explosive (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509317#msg7509317) : (1) Taricus
Lightning Rifle (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509352#msg7509352) :
Lightning Cannon (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509392#msg7509392) :
Angel Wings (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509440#msg7509440) :
Storm Elementals (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509467#msg7509467) : (1) SMMI
Hariq al-Siyni (Chinese Fire) (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509498#msg7509498) :
al-Tawrbinat's Wind Machine: (0)
Phoenix (Airship with flamethrowers): (1) NUKE9.13
Adamantine Plate Armor: (1) Madman198237
Storm Elementals (Soul Transposal) (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509543#msg7509543) :
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 13, 2017, 04:14:55 pm
Quote from: Designs
Bane - Magical Explosive (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509317#msg7509317) : (1) Taricus
Lightning Rifle (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509352#msg7509352) :
Lightning Cannon (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509392#msg7509392) :
Angel Wings (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509440#msg7509440) :
Storm Elementals (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509467#msg7509467) : (1) SMMI
Hariq al-Siyni (Chinese Fire) (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509498#msg7509498) :
al-Tawrbinat's Wind Machine: (0)
Phoenix (Airship with flamethrowers): (1) NUKE9.13
Adamantine Plate Armor: (1) Madman198237
Storm Elementals (Soul Transposal) (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509543#msg7509543) :

Since I successfully duped convinced NUKE of the utter lack of logical reasoning inherent in glories of the Phoenix,  I guess I need a REAL proposal for it.

Phoenix
The Alsamma is a glorious weapon, but it is now showing it's age. We now remove the carpets from the hold, leaving a large empty space, while applying permanent or near-permanent enchantments of raw lifting power on every internal or topside surface that can be reached, including the structural ribs (Enchantments on every inch) and the tanks of Alsamma (As close as we can get to a "neutral buoyancy" state, so they don't pull away from the mountings). On the sides of the ship, dozens of Adamantine brackets are mounted to hold oversized, and thus far more powerful, adamantine scrolls. These give our new airships far greater maneuvering power, and add quite a bit to lift capacity as well. The extra lifting power is used to apply armor to the underside, in such quantities that no Arstotzkan cannons can destroy our airships in one or two hits. In the now-empty bay, large tanks filled with Alnnar, the original flammable liquid, not the explosive kind, are secured into place. Holes are cut in the sides of the ship, and more of these adamantine scrolls are embedded in the hull. A hole in about a half dozen of the scrolls allows Alnnar to be sucked from the tank and sprayed past a low-power, long-lasting Wand of Lightning, which will ignite the liquid as it falls to do Allah's work on the heathen Arstotzkans below. Two weaker scrolls are pointed forwards (Weaker so they don't mess with propulsion and maneuvering) to give a bit of range to the effect, if necessary. The wands can be replaced from within the ship itself, and easily-accessible valves allow for control over the flow of Alnnar going to each scroll.

Glory to flames Allah the Emperor Moskurg.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on July 13, 2017, 06:33:11 pm
Quote
Bane - Magical Explosive : (1) Taricus
Lightning Rifle : 
Lightning Cannon : 
Angel Wings : 
Storm Elementals : (1) SMMI 
Hariq al-Siyni (Chinese Fire) : 
al-Tawrbinat's Wind Machine: (0)
Phoenix (Airship with flamethrowers): (2) NUKE9.13, detoxicated
Adamantine Plate Armor: (1) Madman198237
Storm Elementals (Soul Transposal) :

Title: Re: Wands Race - [Moskurg]
Post by: Happerry on July 13, 2017, 07:39:28 pm
Honestly personally I'd prefer to go try to invent that anti-crystal sonic spell at this point and see if we can make all their power source gems explode. And all their armor, and their boats, and their tanks, and their weapons...
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 13, 2017, 08:24:46 pm
Son of a gun.

Second time today.


I said I was going to change my vote...and didn't.

Quote
Bane - Magical Explosive : (1) Taricus
Lightning Rifle :
Lightning Cannon :
Angel Wings :
Storm Elementals : (1) SMMI
Hariq al-Siyni (Chinese Fire) :
al-Tawrbinat's Wind Machine: (0)
Phoenix (Airship with flamethrowers): (3) NUKE9.13, detoxicated, Madman198237
Adamantine Plate Armor: (0)
Storm Elementals (Soul Transposal) :
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on July 13, 2017, 10:54:47 pm
Design:  "Dragon-Eagle Slasher-Spheres": A young man looked upon the sun, and wondered of its shape, how it moved, and what kept it in the sky.
After Surviving three years of war as an apprentice he finally attempted to make something worthwhile - Something to dedicate his life to.
He made a new weapon based off of the sun itself: A Thing made of thin, paperlike rolls of adamantine, in structure it was a dodecahedron with A Spike at each Point and a blade affixed along each edge. The device was driven to seek out those of Arstotzka, and strengthened to survive traveling through a tornado. The devises are akin to our Pegasus in that they think, but trained to be more likened to Eagles, in that they seek to Kill Lesser flying objects, Whether they be Cannonballs or Falcons only size decides what they will seek out.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on July 14, 2017, 12:26:06 am
The problem with flamethrowers on an airship is range, and the flames will lack the armour-piercing capability we need to deal with their armour
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on July 14, 2017, 12:30:42 am
New thought: they are bringing down our ships with antimagic, why not make Anti-Antimagic by making staffs that FLOOD an area with magic, and then revise it to Overcharge magicusers that aren't expecting it, Thus causing their magical cannons to go a Bit too hard with the BANG, Either Overshooting or Self Destructing.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on July 14, 2017, 12:43:17 am
They aren't bringing down our ships with anti-magic anymore; they just don't have the weapons to really defeat the new skyskiff.
Title: Re: Wands Race - [Moskurg]
Post by: Atomic Chicken on July 14, 2017, 01:19:28 am
Okay, I really love the Phoenix as a concept, though I’m not sure how effective it’d actually be. However, I do have a couple of suggestions for improving it:

1) Seeing as how you’re planning to introduce a huge fire hazard on board, I suggest we use permanently cold adamantium to keep the holding bay (preferably the entire ship, actually…maybe go for an all-adamantium construction like we did for the Skiffs?) at a temperature well below Alnnar's flash point, to help prevent accidents (i.e. the whole ship being set alight by a lucky shell). The scrolls themselves would be built out of hot adamantium to heat the stuff up as it passes through.

2) Consider improving the ship’s armour while we’re at it.

3) [Clarification] Specify that the advanced propulsion system is expected to allow this ship to reach a greater altitude and airspeed than the previous model. [Fluff] Also include simple valves in the scrolls themselves to give the crew an easy means of control.

4) [Clarification] Specify that Alnnar can also be injected into the airstream of the more horizontally-mounted scrolls. We shouldn't limit our range solely to objects directly beneath the ship.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on July 14, 2017, 01:21:26 am
Our Alsamma get shot down by cannons,  so you want to fill it with flammable liquid and have it sit on top of their canons. Please tell me I'm not the only one who sees the issue here.

Edit: even with AC's suggestions,  I'm not keen.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on July 14, 2017, 01:24:51 am
You aren't the only one Kashyyk. Our airships should be used to bring artillery support to the battlefield, not close ranged weapons.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on July 14, 2017, 03:23:54 am
ACs suggestions are all good and should be implemented.

Our Alsamma get shot down by cannons,  so you want to fill it with flammable liquid and have it sit on top of their canons. Please tell me I'm not the only one who sees the issue here.
I'm not sure, but I believe their cannons can't shoot straight up. But I see your point.

Okay, so. People aren't willing to join me in designing SE(ST). Fine. In that case, we should design something to make use of our unrivalled air power. The Phoenix would do this. I thought better explosives would, but then I remembered that their crystal regenerates (because of course it does), meaning our explosives would need to utterly destroy things to have any meaningful impact- and I'm not willing to bank on us getting the six we'd need to do that.
That being said, I'm also not 100% sold on the Phoenix. So far, there haven't been any suggestions that really stand out as being exactly what we need. If someone can make an argument for why some other idea is better (and not just why the Phoenix is bad), I might be willing to switch.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on July 14, 2017, 03:26:43 am
How fast does their crystal regenerate though? That's probably important. Either way the concussive force would almost certainly kill anything in the blast range if we go for explosives; the armour doesn't matter if your internals are utterly wrecked.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on July 14, 2017, 03:42:12 am
I feel like I remember a description about crystalclads being able to survive minor cracks, but large ones would flood before the regeneration took effect.

Either way, we don't need explosives that will obliterate their crystal, we just need an explosive that'll kill the man inside. Doesn't matter how much armour you're wearing if you get thrown across the battlefield by the force of an explosion.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on July 14, 2017, 03:46:01 am
And an explosive that can make a big enough hole in theirs ships that they sink before they can regenerate is always a good thing.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on July 14, 2017, 07:13:00 am
Quote
Bane - Magical Explosive : (2) Taricus, Kashyyk
Lightning Rifle :
Lightning Cannon :
Angel Wings :
Storm Elementals : (1) SMMI
Hariq al-Siyni (Chinese Fire) :
al-Tawrbinat's Wind Machine: (0)
Phoenix (Airship with flamethrowers): (3) NUKE9.13, detoxicated, Madman198237
Adamantine Plate Armor: (0)
Storm Elementals (Soul Transposal) :

Please can we not build a giant, floating, bullseye death-trap.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on July 14, 2017, 07:53:04 am
Hmm :/

Alright, maybe explosives will work (I'm not indecisive! Your face is indecisive!)
However. Is Bane, as it stands, the optimal way of doing explosives? It doesn't use our previous experience in the field, since we're just summoning it out of whole cloth- our al-Chemists are not involved. I'd rather create mundane gunpowder. That being said, this is Wands Race, so perhaps using magic in some capacity would be wise. Would it be possible to combine the efforts of our al-Chemists with summoning materials? Like, we summon the raw materials, and then the al-Chemists work their non-magic on the stuff to create explosives?
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on July 14, 2017, 07:58:36 am
I would prefer the Chinese Fire to Bane, but I'd prefer literally any of the proposed designs to the Pheonix, so I just chose the one I felt I was most likely to get additional support for.

Seeing as we've presumably got some mundane experience with Al-chemistry now, I imagine we'd actually have less of a bonus if we went magical than stayed mundane.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on July 14, 2017, 08:14:15 am
Bane is an alchemical component and is designed so that our alchemists can slap it into stuff like our holy fire to make it both more stable and more explosive. Besides, we have a research credit and some experience in knowing how things blow up, so that will likely be counted in the creation of bane.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 14, 2017, 08:54:22 am
Alright, I absolutely should've done everything suggested by you guys concerning the Phoenix.

I'm going to go re-write it.


The idea behind the Phoenix (Besides being a flamethrower in the sky) is that people on fire don't reload cannons well. By deploying a lot of these, we can destroy their army entirely. Especially if their guns go silent due to Skyskiff antimagic. We just put a few of these monsters over the heads of every single enemy artillery nest (Remember, they come in relatively small "nests" of multiple guns), and suddenly we have complete artillery domination. Not to mention, giant flamethrowers. Also, as to getting killed: Going fast defeats their cannons. We know this, because carpets (A very small target) get shot down, while Skyskiffs (Probably a larger target than a rolled-up carpet) do not.

EDIT: Oh, and no, I won't specify mostly sideways-pointing ones, the intent is to burn down pretty much anybody beneath the thing. However, having two or so that point forwards won't hurt, so I'll add them.


Also, do NOT use magic in the creation process of our explosives. It might consume wizards to make, or it might go up in expense because we have no experience with magic and explosives mixed together. It's a far better idea just to make our present stuff even more deadly, and I don't think it's necessary to do that. If we just combine our present flammables and a brand-new deployment method, we don't need to explode them, just burn them.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on July 14, 2017, 09:41:08 am
The entire design is flawed due to the short range inherent to flamethrowers though madman, that's the thing. And if it's going fast it's not leaving the targets on fire long enough to actually kill.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 14, 2017, 09:47:27 am
Their cannons (Except for the light antiaircraft cannon that can't even kill a Skyskiff) can't shoot upwards, not that you really want to shoot at targets directly above you, seeing as how such projectiles tend to fall back down on your own head, but that's their prerogative, I guess.

So all we do is fly there, pump flammable liquid out of six or more different nozzles and burn everything. It doesn't have to spray some sort of super-thick layer of this stuff, Alnnar is basically a hellish mixture of napalm, Greek fire, and white phosphorus. You set it on fire, and it doesn't stop burning, and it burns terribly long. We just need a thin covering over everything and we'll kill off every single Arstotzkan out there.

Then we just do the same thing with our infantry!
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on July 14, 2017, 09:53:05 am
And then what happens if they manage to make their armour fumeproof or temperature resistant? I mean sure you've convinced me a flying flamethrower isn't the worst idea, but we do need the fuel for it stabilised before we can start carting around significant quantities.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on July 14, 2017, 09:58:14 am
If their cannons can't shoot up, then I wonder both how they've got the range they do and why our alsammas stay at maximum range and snipe rather than moving closer.

I trust you understand the basics of ballistics and thus see that if they can shoot at beyond LoS range, they can hit something in the air at long, medium and short range, as the Pheonix is going to have to move through those ranges to end up hovering over them.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 14, 2017, 10:03:37 am
It IS stable. It does not randomly burst into flames, at least not unpredictably.

I don't know what you're thinking of when you say stable, but I don't think you'd want it if you understood what a truely stable explosive (A la C4) requires to be detonated.



Yes, Kashyyk, but projectile travel time is increased, and as you certainly understand the basics of angles, you can realize that long range can either be good elevation, good propellant, or both. They've got a bit of elevation, but they can't physically traverse their largest cannons high or fast enough to hit out faster Skyskiffs. Upgrading the Alsamma with the armor required to absorb some of these hits will prevent them from getting shot as they run in. Or, you know, we can just sorta fly above their range. They might be able to send shells on a relatively flat trajectory against almost-stationary targets in a mass bombardment, but they can't shoot down fast-moving ships, even at ranges and elevations they can hit, because it's too hard to accurately predict shell flight versus target motion plus travel time.


Well, Taricus, when they do that we'll be in a bit of trouble anyway, since we can't physically explode enough stuff to kill them all, we're reliant on the temperature and crap. THEN we go all-out on a new, MUNDANE (Easier to produce, more readily available, usable without wizards) raw explosive... Or even better, use wind magic. A single burst isn't the most difficult thing to do. If you hyper-magically-pressurize a specialized adamantine vessel with simple air, and then used a spell to super-harden and then fracture the adamantine, we could probably put some shards through a lot of Arstotzkans.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on July 14, 2017, 10:03:54 am
The reason the Alsamma Safina is getting shot down is because it moves so incredibly slowly that they have time to target it.

I think Alnnar (not the new stuff) is relatively stable.

Taricus, if Bane is an alchemical compound, what exactly do you imagine it to be, chemically? Or is it a miracle material? How does it both stabilise things and make them more explosive at the same time?
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on July 14, 2017, 10:06:52 am
Though magic, that's how nuke. If we apply the same rituals we use to change the temperature of adamantium to the 'stability' of bane we could get a particularly great explosive component.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 14, 2017, 10:09:29 am
...

Stability and explosives don't mix well. If you want more boom, you get less stable. If it's too stable, it won't explode, it's fairly simple.
It takes an hour to change the temperature, Taricus. You PHYSICALLY CANNOT keep things safe while converting things over an hour of time. You'll have to make LARGE BATCHES of stuff (Sorry for all the caps, but I'm going fast and don't care to use italics on everything) to keep guns/shells firing, which loses out on everything you hope to gain.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on July 14, 2017, 10:12:06 am
...well, no, it is possible to have something be both stable and explosive. But I believe that usually involves a stabiliser and an explosive combined, not one substance doing both.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on July 14, 2017, 12:53:14 pm
And what bane is, is essentially a pre-mixed explosive and stabiliser.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 14, 2017, 01:11:02 pm
Except it requires magic (Which we do NOT need to require) and is ALMOST as bad as the "Chinese Snow" or whatever it's called, which assumes that A. we've had contact with China and B. That the Chinese have actually invented gunpowder in 930 AD....which I am not so sure about. It's certainly not in a combat-usable form. It's suitable only for rocket propulsion right now.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on July 14, 2017, 01:12:35 pm
Only to create. After it's created it requires no further magic. Presumably.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on July 14, 2017, 01:19:17 pm
assumes that A. we've had contact with China
Keep up, mate. The merchant we traded with was Chinese. Amongst the various treasures he provided, certainly samples of his homeland's wares would be included.

The exact date that gunpowder was invented is unknown. It is arguable that it was invented before 930. And, I mean, it's just fluff, innit?



EDIT: Fixed the votebox. All this talk is tempting me to switch to Chinese Fire.
...but I'm not going to, not just yet.
Quote from: Designs
Bane - Magical Explosive (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509317#msg7509317) : (2) Taricus, Kashyyk
Lightning Rifle (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509352#msg7509352) :
Lightning Cannon (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509392#msg7509392) :
Angel Wings (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509440#msg7509440) :
Storm Elementals (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509467#msg7509467) : (1) SMMI
Hariq al-Siyni (Chinese Fire) (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509498#msg7509498) :
al-Tawrbinat's Wind Machine: (0)
Phoenix (Airship with flamethrowers) (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509852#msg7509852): (3) NUKE9.13, detoxicated, Madman198237
Adamantine Plate Armor: 
Storm Elementals (Soul Transposal) (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509543#msg7509543) :



EDIT2: So, apparently we have a Revision Credit, not a Research Credit.
Quote
NUKE9.13 - Today at 8:21 PM
Revision?
The turn says it's a Research Credit, @evictedSaint
...
evictedSaint - Today at 8:25 PM
Oh, does it? It should say revision credit. My mistake
So let's maybe not do something too ambitious.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on July 14, 2017, 03:46:21 pm
Quote from: Designs
Bane - Magical Explosive (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509317#msg7509317) : (1) Taricus
Lightning Rifle (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509352#msg7509352) :
Lightning Cannon (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509392#msg7509392) :
Angel Wings (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509440#msg7509440) :
Storm Elementals (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509467#msg7509467) : (1) SMMI
Hariq al-Siyni (Chinese Fire) (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509498#msg7509498) : (1) Kashyyk
al-Tawrbinat's Wind Machine: (0)
Phoenix (Airship with flamethrowers) (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509852#msg7509852): (3) NUKE9.13, detoxicated, Madman198237
Adamantine Plate Armor: 
Storm Elementals (Soul Transposal) (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509543#msg7509543) :


I'll swap over Nuke, and you're welcome to join me.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on July 14, 2017, 06:42:32 pm
Seems like the Phoenix is winning.  Update soon, unless that changes.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on July 14, 2017, 07:33:52 pm
Please, for the love of Allah, don't design that death trap.

Quote from: Designs
Bane - Magical Explosive (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509317#msg7509317) : (2) Taricus, Kashyyk
Lightning Rifle (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509352#msg7509352) :
Lightning Cannon (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509392#msg7509392) :
Angel Wings (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509440#msg7509440) :
Storm Elementals (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509467#msg7509467) : (1) SMMI
Hariq al-Siyni (Chinese Fire) (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509498#msg7509498) :
al-Tawrbinat's Wind Machine: (0)
Phoenix (Airship with flamethrowers) (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509852#msg7509852): (3) NUKE9.13, detoxicated, Madman198237
Adamantine Plate Armor: 
Storm Elementals (Soul Transposal) (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509543#msg7509543) :
Title: Re: Wands Race - [Moskurg]
Post by: Khang36 on July 14, 2017, 07:39:34 pm
Not sold on the idea of mounting a flamethrower on to an aircraft.

Quote from: Designs
Bane - Magical Explosive (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509317#msg7509317) : (3) Taricus, Kashyyk,khang36
Lightning Rifle (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509352#msg7509352) :
Lightning Cannon (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509392#msg7509392) :
Angel Wings (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509440#msg7509440) :
Storm Elementals (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509467#msg7509467) : (1) SMMI
Hariq al-Siyni (Chinese Fire) (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509498#msg7509498) :
al-Tawrbinat's Wind Machine: (0)
Phoenix (Airship with flamethrowers) (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509852#msg7509852): (3) NUKE9.13, detoxicated, Madman198237
Adamantine Plate Armor: 
Storm Elementals (Soul Transposal) (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509543#msg7509543) :
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 14, 2017, 08:30:56 pm
"Death trap" for who? How can it be worse than Bane, the explosive that won't explode until you've spent an hour making it explosive again?
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on July 14, 2017, 11:29:10 pm
Proposal:

We take advantage of our BLOS range with the Zephyr, and make it so that we can actually do significant targeted damage with it. It'll help wreck Artillery while pushing every front but the Sea, which is doing quite fine on its own.

We have a Revision Credit this turn, not a Research Credit, so we can spend one Revision making our Alchemical Napalm actually Explosive, which covers the goal of the Bane, and the other to make our Anti-Magic castable from our Skyskiffs allowing us to use it everywhere against the Arsty, which further shuts down their artillery and allows us to further wreck their ships at sea.

Or we can do something else with the revision, like Full Body Adamantium Armor, or Better Airships, or etc. My point being, the Bane is an excellent idea, but with one revision already spent trying to make our Napalm explosive, another revision should achieve our destruction goals. If you vote for my Storm Elementals Design, I'll vote for Bane Revisions, which is a better deal at the moment than close quarters Airship combat.
Title: Re: Wands Race - [Moskurg]
Post by: Atomic Chicken on July 15, 2017, 01:36:28 am
Quote from: Designs
Bane - Magical Explosive (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509317#msg7509317) : (3) Taricus, Kashyyk,khang36
Lightning Rifle (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509352#msg7509352) :
Lightning Cannon (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509392#msg7509392) :
Angel Wings (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509440#msg7509440) :
Storm Elementals (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509467#msg7509467) : (1) SMMI
Hariq al-Siyni (Chinese Fire) (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509498#msg7509498) :
al-Tawrbinat's Wind Machine: (0)
Phoenix (Airship with flamethrowers) (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509852#msg7509852): (4) NUKE9.13, detoxicated, Madman198237, AC
Adamantine Plate Armor: 
Storm Elementals (Soul Transposal) (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509543#msg7509543) :
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on July 15, 2017, 02:15:03 am
Hmm :/

This is a hard decision. I think I'm going to trust in air power, though, and hope that the pessimistic projections prove to be just that, pessimistic. Sorry, explosives. If the Phoenix turns out to be useless we'll do you next turn.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on July 15, 2017, 04:48:22 am

Quote from: Designs
Bane - Magical Explosive (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509317#msg7509317) : (3) Taricus, Kashyyk,khang36
Lightning Rifle (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509352#msg7509352) :
Lightning Cannon (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509392#msg7509392) : (1) Happerry
Angel Wings (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509440#msg7509440) :
Storm Elementals (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509467#msg7509467) : (1) SMMI
Hariq al-Siyni (Chinese Fire) (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509498#msg7509498) :
al-Tawrbinat's Wind Machine: (0)
Phoenix (Airship with flamethrowers) (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509852#msg7509852): (4) NUKE9.13, detoxicated, Madman198237, AC
Adamantine Plate Armor: 
Storm Elementals (Soul Transposal) (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509543#msg7509543) :
I stand by my stated belief we need to get working on Railguns.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on July 15, 2017, 05:03:25 am
"Death trap" for who? How can it be worse than Bane, the explosive that won't explode until you've spent an hour making it explosive again?


Us.

You're expecting a design filled with volatile liquid, that needs to be over the enemy's head to do anything,  whilst based on a design that was already so large and slow their cannons could easily hit it (not to mention destroy it in one or two hits), is anything but a "Death Trap" for us?

Who said Bane will take an hour to become explosive again? Definitely not the design.

Hmm :/

This is a hard decision. I think I'm going to trust in air power, though, and hope that the pessimistic projections prove to be just that, pessimistic. Sorry, explosives. If the Phoenix turns out to be useless we'll do you next turn.

if we screw this turn up (and I believe the Phoenix will) we may not come back from it. The enemy is at our gates. We cannot afford to go for something like this.

@Happery: I would love to have rail guns, but I'm struggling to get the support needed to counter the bad idea that is currently winning.
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on July 15, 2017, 05:23:05 am

Quote from: Designs
Bane - Magical Explosive (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509317#msg7509317) : (4) Taricus, Kashyyk,khang36, SMMI
Lightning Rifle (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509352#msg7509352) :
Lightning Cannon (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509392#msg7509392) : (1) Happerry
Angel Wings (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509440#msg7509440) :
Storm Elementals (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509467#msg7509467) :
Hariq al-Siyni (Chinese Fire) (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509498#msg7509498) :
al-Tawrbinat's Wind Machine: (0)
Phoenix (Airship with flamethrowers) (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509852#msg7509852): (4) NUKE9.13, detoxicated, Madman198237, AC
Adamantine Plate Armor: 
Storm Elementals (Soul Transposal) (http://www.bay12forums.com/smf/index.php?topic=163276.msg7509543#msg7509543) :

Yall are fortunate that I think that without Adamantium Improvements I don't think this will work out, and the Phoenix hasn't been paired with a "And we'll spend a revision getting Cannon Proof Adamantium" thing.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on July 15, 2017, 08:14:56 am
Coin flip in an hour.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 15, 2017, 08:55:47 am
Guys, I point out the following:

By being covered in enchantments, the Phoenix gains much greater lifting power. By having tons of the scroll thrusters, it gains MORE lifting power and LOTS of maneuverability. The design has enough armor to not die to Arstotzkan shells very quickly (As stated in the design), and is built to fly over after we suppress them with antimagic. That or it'll just turn out that the things are tough enough to survive anyway. Regardless, the point is that it won't necessarily be a frontline attacker, yet it is BUILT to do just that if necessary. Yes, we'll lose some. We always lose some. However, the ability to turn off and then burn down their artillery is too good a chance to pass up. Not to mention that we then go burn down the rest of their army in the field.

Now, I'll be fair. I was being a little exaggerative when I said Bane would take an hour to change forms. I base that off of Adamantine's temperature control, which takes something like an hour to take effect. An hour of constant casting. Now maybe Bane will do better, however I believe it makes more sense to just go fully mundane. Armies have been shipping high explosives for hundreds of years, and it's rare that it has caused extreme damage to, well, anything.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on July 15, 2017, 10:07:35 am
Phoenix wins!  Votes locked.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on July 15, 2017, 11:10:23 am
Design: Phoenix [6, 2, 6]

It's fucking glorious.

Designed from scratch rather than relying on our out-dated ship designs (because honestly, flying is really nothing at all like sailing), the "Phoenix" is primarily a giant oblong tank of chilled Adamantium.  This tank is filled to the brim with Alnnar, making the construction monstrously heavy.  A turret on the bottom of the ship is the most complex component and takes the majority of the year to perfect; we have little experience with complex machinery, so it's rather low-tech.  A set of rungs leads from the top of the ship to the scroll, where an Apprentice will sit next to it.  The Apprentice controls the angle, direction, and flow of the WPAS, whether the WPAS is active.  This system is used to spew the Alnnar from the tank above onto targets below.  The turret is controlled by a pair of rather crude hand-cranks to control rotation and angle, and the station is mostly open with a few bars to prevent the Apprentice from falling out.  The tank rests on a set of giant skids, leaving just a small amount of ground clearance for the turret when grounded.  Care must be taken when landing to prevent hitting to hard and breaking the skids, as it will damage the station and likely cause a leak.

The tank is made of an Adamantium skeleton with giant Adamantium plates bolted on.  There are four armored scroll "clusters", which are two dozen WPAS's each.  These are spaced even around the sides of the tank, and each must be attended to by a pair of Wizards (as controlling so many at a time is beyond what an Apprentice would be capable of).  The angle at which the scrolls can be pointed can vary by up to ten degrees, but they are primarily pointed downward to generate the incredible lift required to get the enormously heavy craft off the ground.  The craft requires all four to be operational in order to lift, and if one "lift engine" were lost then the entire craft would go crashing to the ground.  We elected not to enchant the entire craft, as the extra work would have provided very little gain for the amount of work going into it; the WPAS are more efficient.

A small "command" station at the fore end of the craft gives the captain of the Phoenix a wide viewing angle of the battlefield below.  A set of Teletalk wands at the command station communicate with the turret and each of the engine clusters, to allow the captain to easily give orders.

Early tests show that lighting the Alnnar early means the craft must be very low to reach the ground, and billowing black clouds of smoke will wash up over the craft and asphyxiate the crew.  The crew instead sprays Alnnar on the ground below until the target area is sufficiently soaked, then moves away.  A stash of Wands of Thunderbolts in the turret allows the gunner to ignite the ground below from a safe distance.

There are no obvious bugs, but the Phoenix is inherently a giant floating bomb that moves very slowly, meaning it is a target for enemy artillery much in the way our previous airships were.  It does not have enough lift to get up over their range, nor is it fast enough to dodge incoming shots, nor is our Antichronic Reverbramancy good enough to detect incoming fields of fire.  The armor is thick enough to withstand HAC-1's at Medium Range.

Despite my better judgement, the Phoenix is merely Very Expensive.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on July 15, 2017, 11:22:11 am
Oh jeez.  All those bugs were exactly what I warned about,  and we got them on a six.  This thing is barely usable and we ruled above average.

I'm gonna have to think for a bit before I suggest how we fix this.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 15, 2017, 11:25:44 am
We're discussing this in Discord. It's so much different from the proposal that it seems very wrong.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on July 15, 2017, 11:35:35 am
We're discussing this in Discord. It's so much different from the proposal that it seems very wrong.
I'm arguing that the differences are mostly bonuses that we got for rolling a six. I mean, we got a whole new hull shape. We got an aimable turret (which Madman has since managed to argue off of the design, great job).

Also, yeah, I dun goofed. I considered that this might happen. I hoped it wouldn't. Optimism and Madman got to me.
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on July 15, 2017, 11:47:09 am
Seriously, a close quarters combat Airship. Storm Elementals would have worked better, which is what I'll meme forever on out.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 15, 2017, 11:53:35 am
And again: My fault because we rolled sixes and got an entirely different design with fundamental flaws?

Anyway, the slow-boat was something I considered, and it's solved, quite handily, with a revision to add Skyskiff-based antimagic. You fly Skyskiffs through the artillery (Something that they are VERY good at) deploy antimagic, the Phoenixes come over, burn everything to the ground, and then you work on the infantry.

Anyway, speaking of revisions:

Staff of Tubikh Rrahim What's-His-Name-The-Martyr of Slight Changes
We already control the magical "void" produced by the Staves. So, with a little further adaptation the spell can be changed so that it the void starts a minimum distance away from the caster in any given direction. Said distance is the length of a Skyskiff plus two meters. For safety, since we're so VERY concerned with it. We will, of course, keep around the old version for next year when Myark's back just in case, but the new version is to be built specifically for deployment with Skyskiffs.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on July 15, 2017, 12:09:12 pm
Madman for Blood Eagle 2017.

Anyway, yeah. We should be able to deploy antimagic from our Skyskiffs, right? Surely.

Quote from: Votes for revision one
Staff of Tubikh Rrahim Slight Changes: (1) NUKE9.13
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 15, 2017, 12:10:20 pm
Quote from: Votes for revision one
Staff of Tubikh Rrahim Slight Changes: (2) NUKE9.13, Madman198237

You can't Blood Eagle me til next year, eS was already this year's Arms Race Victim of Cruel and Unusually Well-Thought-Out Corporal Punishment.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on July 16, 2017, 04:12:55 am
I don't recall eS saying that our anti-magic worked on their cannons. Last I recall, they'd managed to make everything anti-magic proof. f you have a quote to the contrary, I'll put my vote behind it though.
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on July 16, 2017, 08:14:05 am
The issue was getting into range I thought, as their tactic is Wall of Explosions.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 16, 2017, 11:28:51 am
No, Kashyyk. There is no quote to the contrary, because that's never been brought up. We can't dissolve their CRYSTAL with antimagic, but we CAN disable enchantments temporarily.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on July 16, 2017, 11:34:56 am
If its never been brought up,  how do you know?
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on July 16, 2017, 11:40:55 am
No, Kashyyk. There is no quote to the contrary, because that's never been brought up. We can't dissolve their CRYSTAL with antimagic, but we CAN disable enchantments temporarily.

This is correct.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on July 16, 2017, 12:08:00 pm
That'll do.

+1 to Tubikh Rrahim
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on July 16, 2017, 01:26:50 pm
Seems like "Staff of Tubikh Rrahim Slight Changes" is winning.  Roll in an hour or so unless that changes.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 16, 2017, 01:30:03 pm
Someone please propose a better name xD
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on July 16, 2017, 03:11:47 pm
Eh, it's not such a major change that it needs a new name, I feel.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 16, 2017, 03:28:34 pm
No. But a better name so the Arstotzkans don't think their way of naming things is winning, please.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on July 16, 2017, 03:36:09 pm
Fine.

Staff of Tubikh Rrahim - Autoexclusion
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 16, 2017, 03:43:09 pm
Wait, was that better?
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on July 16, 2017, 04:42:04 pm
Revision: Staff of Tubikh Rrahim - Autoexclusion [6]

We upgrade the Tubikh Rrahim to have better control over the field of effect.  The field is no longer limited to a cone-shape, but can be formed a distance away in simple shapes.  Range is still limited to "Long" and the caster must still focus intently, but we discover that sufficiently devout mages do not need to go through day-long prayer cycles and can cast multiple times per day, rather than the previous "once per day" limitation.

Intense focus can form the field of effect into more complex shapes, but this seems limited by the skill of the caster.  The field of effect still glows, making it obvious what area is affected by the spell. 

One more revision and an Expense Credit left.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on July 16, 2017, 05:14:08 pm
So, what's our next revision gonna be? Better armour? Better explosives? Better floating-barrel-of-Alnnar?
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on July 16, 2017, 05:15:35 pm
I think an actual Al-Chemical explosive, rather than something that burns violently.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 16, 2017, 05:29:27 pm
Better explosives.

Either through a wind spell applied to all existing projectiles, or through al-Chemists' machinations. That said, I'm actually leaning towards revising a shell-shaped (Like what the Arstotzkans have) ballista projectile that is larger (More flames), but aerodynamically better, with a bursting spell on it. We should have enough experience in the relevant fields to pull it off in a revision---it's certainly not a design. Plus this is a spare revision, accidental wastage isn't really going to be a problem.
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on July 16, 2017, 06:53:14 pm
Quote
Spend Revision Credit: 1 SMMI
__

If yes

Explosive Alchemy: 1 SMMI

Explosive Alchemy: No seriously, make our Alchemical Napalm have an Explosive Option.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 16, 2017, 08:28:08 pm
Food for thought:

No Longer Flatulent Stones
This conical contraption with a cylindrical base is launched out of our ballista as usual, yet its more aerodynamic shape allows it to be larger and carry more of our Heathen's Reward and yet still fly as far as present Firestorm shells. It also carries an enchantment of wind that causes it to burst when it strikes the ground, scattering flaming shards of pottery at high velocities.

Also, as an alternative to just going for a improvement to "MORE BOOM" let's try the tried-and-true recipe for turning gunpowder (Burns aggressively) into an explosive....by confining it in some relatively small area. I'm asking eS in Discord about what *might* happen should we just make a thicker Firestorm shell with a slightly different fuse.
Fire and Thunder
At present, Heathen's Reward explodes a little. The al-Chemists, however, were not satisfied. In attempting to prove that they were the maddest scientists around, they successfully demolished three more lab buildings and killed several assistants. Their results, however, are excellent. When contained in their new, thicker and stronger Firestorm Shells, Heathen's Reward will cause a large explosion after lighting on fire. To help the process along, the al-Chemists have provided a "fuse" that burns relatively slowly, and will be adjustable in the field, should that prove necessary.

ALRIGHTY: I asked eS about it, and he said that we don't know what happens if Heathen's Reward or Alsamma is confined. So, here's your confinement.

Quote
Spend Revision Credit: 2 SMMI, Mad
__

If yes

Explosive Alchemy: 1 SMMI
Fire and Thunder: 1 Mad
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on July 17, 2017, 02:40:48 am
Quote
Spend Revision Credit: 3 SMMI, Mad, Crazy
__

If yes

Explosive Alchemy: 1 SMMI
Fire and Thunder: 2 Mad, Crazy
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on July 17, 2017, 11:38:12 am
Looks like fire and thunder is winning. Revision in an hour or so unless that changes.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on July 17, 2017, 12:57:59 pm
+1 to Fire and Thunder from me as well.

Regarding the Expense Credit, I think we should use it on either Moskurg's Apprentice Gramary for Inter-magical Competency or the Winds of Ruin.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 17, 2017, 01:03:37 pm
Hm...assuming I don't first claim your soul your attention on Discord...
eS, what would happen if we used the credit on MAGIC (The school, not the all-pervasive energy field)?
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on July 17, 2017, 01:46:14 pm
Revision: Fire and Thunder  [4]

Through the power of Collateral DamageTM, our al-Chemists further refine Alnnar to have even more violent, explosive, and destructive capabilities.  The substance, known as "Fire and Thunder", combusts rapidly and the gasses produced expand alarmingly fast.  The result is a firey explosion in which the fire only burns for a split second.  While this by itself is disappointing, the expansion properties can be quite useful.

We convert the clay shell of our firestorm grenades to a thin, brittle iron one.  This shell is segmented to encourage different pieces to break apart when the FaT component ignites via a slow-burning fuse.  The fuse ignites the grenade anywhere between five to ten seconds, although sometimes it fails to ignite at all.

These bits of shrapnel move quite fast and should cause significant injuries, but the range of effect diminishes rapidly as distance increases.  Cheap.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on July 17, 2017, 01:57:39 pm
Excellent. That should make skyskiff bombing runs and artillery barrages much more exciting for them.

Still think we should develop some sort of solid slug round for punching holes in crystal though.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on July 17, 2017, 02:08:04 pm
Quite a round we have here...
next round we should develop new equipment for our soldiers i believe...somebody suggested stealth, i would personally like to see paratroopers, but there is many routes to go...

edit: crossbows. We need crossbows and have explosive ammunition for it. the crossbow is a fast firing weapon of easy use with quite a range and it can be engineered by looking at our ballista.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on July 17, 2017, 02:25:54 pm
One expense credit left.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 17, 2017, 02:27:47 pm
Hey, eS, did that affect our grenades as well? And we will still use both in case of problems with armor penetration, correct?

Other than that, explosives are !!FUN!!.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on July 17, 2017, 02:29:33 pm
Lets spend the expense credit on our new tubikh rarrim.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on July 17, 2017, 02:42:45 pm
Hey, eS, did that affect our grenades as well? And we will still use both in case of problems with armor penetration, correct?

Other than that, explosives are !!FUN!!.

Feel free to reread through it for the word "grenade"
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on July 17, 2017, 02:45:09 pm
Quote from: Expense Credit
Moskurg's Apprentice Gramary for Inter-magical Competency : [1] Kashyyk
Winds of Ruin :
Tubikh Rrahim : [1] Detoxicated
Title: Re: Wands Race - [Moskurg]
Post by: Atomic Chicken on July 17, 2017, 02:47:24 pm
Great rolls this turn!

Has anyone written a proposal for the Magician task yet? We need that design credit.
Title: Re: Wands Race - [Moskurg]
Post by: Khang36 on July 17, 2017, 02:55:07 pm
Did we make some sort of gun powder?
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 17, 2017, 02:56:51 pm
Actually, we revised our Firestorm shells and grenades so they explode better. It improved the explosive liquid and made the shell into brittle iron for that fragment-y effect.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on July 17, 2017, 03:02:04 pm
Incidentally, for the Design Credit:

We are very impressed by the Saint's magic show. Let us impress him in turn with a magic show of our own, featuring:
-The Miraculous Levitating Lady! No tricks, no wires! Just a dress with levitation spells woven into it (very dangerous, do not operate more than 3' off the ground).
-al-Sakin's Knife Throwing Expertise! Gasp in amazement as the wonderous al-Sakin throws knives at a beautiful damsel tied to a spinning wheel! Not one drop of blood shall be shed! And all it takes is some extremely powerful 'Maghnats' behind the wheel, plus Lucky Strike.
-We Could Do The Mind-Reading Card Trick But He Already Did It So Never Mind!
-The Endless Handkerchiefs Interlocking Metal Rings! How many can he pull out of his sleeve? They never end! Because they're made of Adamantium, and he is summoning them into existence.
-Fantastic Firebreathers! Gasp as mortal men breathe gouts of flame, like mythical beasts! Drinking Arak spiked with Alnnar will do that to you.
-[Anyone else got any ideas?]
Could use a few extra magic tricks to round out the show, if anyone can think of any.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on July 17, 2017, 03:19:03 pm
Quote
-We Could Do The Mind-Reading Card Trick But He Already Did It So Never Mind

Pick a man out of the lineup! Think of a number! Invent a completely random word in your head! I'm sure I can guess it!

Another one:
Look how I can make it rain everywhere but on me! Screw that tree in particular.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 17, 2017, 04:07:12 pm
Remember:
The Most Amazing Light Show You've Ever Seen, Lit Up With Light Bulbs And Powered With Pure Wrath Of God Himself
(Make a magic lantern show type thing. And then add lightning from the sky and from a Wand.)
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on July 18, 2017, 04:56:28 am
The Tiniest Perpetual Tornado
You see a glass case of 3m^3 that is filled with coloured sand. Within you can see an everspinning tornado that picks up the coloured sand and swhirls it around. The tornado, though being tiny, is unresting and keeps on spinning, painting pictures of chaotic awe with the coloured sands it picks up.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 18, 2017, 03:11:29 pm
So, I asked eS in Discord. We need to convince him to work with US rather than the Arstotzkans, and it's not necessarily by doing magic tricks.

Perhaps informing him of their unfortunate tendency to behead captured soldiers would be a good idea.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on July 18, 2017, 03:22:11 pm
We could spend the expense credit on something.
Better idea (suggested by SMMI in the Discord): use it to bribe the magician into joining us.
We can still do the magic show, but we just end it with the amazing "Giant pile of gold".

Quote from: Expense Credit
Moskurg's Apprentice Gramary for Inter-magical Competency : [1] Kashyyk
Winds of Ruin :
Tubikh Rrahim : [1] Detoxicated
Bribe the Saint: [1] NUKE9.13
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 18, 2017, 03:27:17 pm
Quote from: Expense Credit
Moskurg's Apprentice Gramary for Inter-magical Competency : [1] Kashyyk
Winds of Ruin :
Tubikh Rrahim : [1] Detoxicated
Bribe the Saint: [3] NUKE9.13, Madman, SMMI

A Summary of Recent Discord Discussion
Design Credit > Expense Credit
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on July 19, 2017, 10:20:54 am
This years Expense Credit will be spent bribing the Magnificent Saint.

If there is anything else you wish to do with regards to the Saint, please say so now.  Otherwise, combat phase later tonight.
Title: Re: Wands Race - [Moskurg]
Post by: Iituem on July 19, 2017, 10:47:46 am
Did you guys ever agree on doing a show for the Saint as well?  That looked pretty cool.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on July 19, 2017, 10:56:19 am
I believe our plan is to do the magic show,  and for our final act we make the expense credit appear and then give it to him.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on July 19, 2017, 10:58:32 am
We'd also like to do this. We can end the show with the "Amazing Giant Pile Of Gold"
Incidentally, for the Design Credit:

We are very impressed by the Saint's magic show. Let us impress him in turn with a magic show of our own, featuring:
-The Miraculous Levitating Lady! No tricks, no wires! Just a dress with levitation spells woven into it (very dangerous, do not operate more than 3' off the ground).
-al-Sakin's Knife Throwing Expertise! Gasp in amazement as the wonderous al-Sakin throws knives at a beautiful damsel tied to a spinning wheel! Not one drop of blood shall be shed! And all it takes is some extremely powerful 'Maghnats' behind the wheel, plus Lucky Strike.
-We Could Do The Mind-Reading Card Trick But He Already Did It So Never Mind!
-The Endless Handkerchiefs Interlocking Metal Rings! How many can he pull out of his sleeve? They never end! Because they're made of Adamantium, and he is summoning them into existence.
-Fantastic Firebreathers! Gasp as mortal men breathe gouts of flame, like mythical beasts! Drinking Arak spiked with Alnnar will do that to you.
-[Anyone else got any ideas?]
Quote
-We Could Do The Mind-Reading Card Trick But He Already Did It So Never Mind

Pick a man out of the lineup! Think of a number! Invent a completely random word in your head! I'm sure I can guess it!

Another one:
Look how I can make it rain everywhere but on me! Screw that tree in particular.
Remember:
The Most Amazing Light Show You've Ever Seen, Lit Up With Light Bulbs And Powered With Pure Wrath Of God Himself
(Make a magic lantern show type thing. And then add lightning from the sky and from a Wand.)
The Tiniest Perpetual Tornado
You see a glass case of 3m^3 that is filled with coloured sand. Within you can see an everspinning tornado that picks up the coloured sand and swhirls it around. The tornado, though being tiny, is unresting and keeps on spinning, painting pictures of chaotic awe with the coloured sands it picks up.

Well, it became more of a variety show than a magic show... eh, it'll be fine.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 19, 2017, 11:02:11 am
Oh, and perhaps al-Mutriqa could do a demonstration of Adamantine summoning? Something like "BOOM, instant hat"?

Also, flying demonstration by our princess, possibly including daring stunts and lightning shows from al-Mutriqa?
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on July 19, 2017, 12:56:26 pm
I was really going for a "Stage Magician" vibe. I've yet to see a stage magician summon lightning. Or literally summon things out of thin air. Because, in case you hadn't noticed, all of the Saint's magic tricks are possible using mundane means. I'm sure he is actually using magic, and so are we, but if we can keep things in the realm of the faintly plausible, that'd be nice.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 19, 2017, 02:12:03 pm
I was guessing the opposite---he's not magical at all, but he's a devilishly tricky fellow, and therefore VERY advantageous to grab. It's a design credit, giving us a second design, right?
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on July 19, 2017, 06:17:30 pm

Combat for 944

Arstotzka makes a thing this year, but it has a tendency to flip over and explode.  Despite the potential military applications of a giant exploding thing, they decide not to release it this year.  For their revision they improve their Aethergems, allowing them to recharge much, much faster.  This improves the rate of fire of their HA1-b "Mundane".  They hold back one of their Expense Credits and use the other to make Aethergems even cheaper, reducing the cost of their Mundane and R1 - which is now Expensive and Cheap respectively.

Moskurg has decided that More Flying Things Is Good and produce what they call "The Phoenix" - a giant flying flamethrower.  Essentially a giant tanker filled with Alnnar and powered by dozens of Adamantium War Pegasi Scrolls, it is hardy enough to withstand anything smaller than an HAC-1 at Medium Range and able to spew the oily substance on the poor men below.  It rolls with perfect Effectiveness and no Bugs, but some members of the Moskurg Design Team are still angry that it's not fast and can't fly very high or tank full-sized artillery shells.  Rather than fix any of those things however, Moskurg instead spend their revisions improving their Anti-Magic to be usable from their Skyskiffs and create a variant of their Firestorm grenades called "Fire and Thunder" - much less fire and much more boom.  For their Expense Credit they've decided to spend it wooing the traveling magician.



The Taiga, Arstotzkas Homeland, is the first to see the devastating power of the Phoenix this year.

Moskurg Skyskiffs, still virtually untouchable, run rampant over the skies this year - the same as they had last year.  The only difference is that the "gunner" can use their Anti-Magic Ivory Staves to stall the magic of the wizards below.  Their initial supply of new-and-improved grenades (now with brittle iron shells to throw shrapnel) is spent first.  All-in-all the new grenades don't do much that the old ones can't.  The shrapnel doesn't penetrate armor unless it's really close, and it doesn't leave flaming patches of hard-to-put-out fire.  Still, they're great against softer targets like horses or unarmored men.    Once their bomb stores run dry the Skyskiffs stop high in the air and blanket the ground below with their Anti-Magic fields.  Arstotzkan circuitry still isn't immune to anti-magic, so their cannons and guns can't fire.  This proves to be a horrific oversight.

Over the horizon, massive oblong Adamantium ships crawl towards Arstotzkan lines.  As they pass over Arstotzkan troops and defenses, the small turret on the bottom of the ship sprays those below with the contents of the tank above.  Unable to use their cannons, there's little Arstotzka can do but attempt to flee as a single bolt of lightning arcs from one of the ships above to the mess below.

Arstotzkas entire battle line goes up in flames.

The forests burn non-stop this year.

Moskurg gains a section of Taiga this year.  They've held the Jungle for a year, and may exploit it for the Jungle Wood.


The R1 proves to be more effective in the desert where more open lines of sight are available, and the melees that occur when Moskurg troops surprise Arstotzkan forces go almost entirely in Arstotzka's favor.  The R1 is never a soldiers only weapon, but the ability to quickly kill an enemy before switching to axe or broadsword is invaluable.  The 11 mm bullet punches through the thin leather-backed Adamantium armor that Moskurg soldiers wear, but one shot is all it's good for before the excess weight is dropped and the soldier goes for his main weapon.  The Protector is still suffering from poor locomotion and asphyxiation, but now they're also suffering from Anti-Magic from above completely shutting down the IDE engine inside.

Moskurg, meanwhile, has learned that they can't beat Arstotzka in a fair fight - either in artillery slug matches or man-to-man melee's.  They rely entirely on their airforce now, shutting down Arstotzkan magic and bombing men below.  With the advent of the Phoenix Arstotzka has learned to space their artillery out in huge, wide fields of deployment.  This makes it difficult to coordinate bracketing fire or protect one another from assaults, but on occasion a Moskurg Skyskiff will fail to shut down an artillery piece as the Phoenix comes in for the killing blow.  The explosions are breathe-taking, and anyone within a half-mile of the crash usually doesn't walk away from it, but these lucky strikes are few and in between.  Even without the Phoenix, naval superiority, or al-Mutriqa (who has taken a liking to standing on the bow of the giant fire-breathing Adamantium balloon), Moskurg could probably have pushed their Arstotzkan intruders back this year anyways.

Moskurg regains a control of the Desert.


With Moskurg forces tied up fighting in the desert, they are unable to push north to fight in the Plains or Mountains.  No battle occurs there this year, but things look grim for the defenders this coming year.

Arstotzka continues to hold the Mountains and Plains.


Neither side really does much this year that drastically changes the war on the oceans.  Skyskiffs are still the weapon of choice for Moskurg, and Crystalclads are still what Arstotzka relies on for their naval power.  With nothing really changing, Moskurg gains full control of the seas to the East and West of Forenia this year.

Moskurg gains a section of shoreline in both the Eastern and Western Seas and now has full control of both.


!!DESIGN CREDIT!!

Both sides attempt to woo the fabulous Saint this year.

Arstotzka starts off with their magical technology; demonstrating the feats of magic they're capable of producing without a mage at all!  The Saint is quite impressed - he admits that some of the feats they've performed are difficult for even him to perform.  He does a flourish and immediately pulls a string of handkerchiefs out of his mouth that goes on for an inordinate amount of time before ending in a pair of pantaloons.  Everyone applauds despite their confusion.  Next they give him a Restless train of his own; a large, blocky hunk of crystal confined to Arstotzka's limited railway system.  He's less impressed, but still accepts the gift and then pulls a bouquet of flowers out of thin air and hands them to a bystander. 

Moskurg tries to put on a bit of fanfare, showing off their magical prowess in a fantastic show that mimics many of the feats they've seen him perform.  He seems...less than enthused, muttering about "originality" and how they were "riffing off his talent", but his annoyance turns to awe when Moskurg pulls back the curtains to reveal the treasure seized from the merchant last year.  The Saint vanishes in a puff of smoke, only to reappear on top of the pile of gold with a deck of cards.  He successfully discerns which card a nearby child pulls from the deck and asks everyone to check their pockets, as they've all gained the same card magically - the Ace of Spades.  With a bit of a flourish, the Saint doffs his top hat, does a bow, and then does his most amazing trick yet - vanishing without a trace with every last coin on stage.  Though they search far and wide, it seems the Saint has disappeared from the island altogether with nary a credit left behind.

Neither side gains the Design Credit.


Espionage Credit!!!

After a bit of finger-snapping interrogation, it seems the trader is from the far-off land of China.  He admits to buying the boat from the former trader after his last trade run, intending to take his place and make his fortune selling magical artifacts from Forenia.  Unfortunately, his intentions were less-than-pure; had he managed to gain something of value from your nation, he would have gone to your enemy and attempted to sell your secrets for a massive profit.

Fortunately, this gives us a unique opportunity to use his skilled crew to further our own gains.  Loyal to a fault, they agree to perform an Espionage Credit for us if we release their captain and return their ship.  If we agree to these terms, we must honor our word and release the trader captain once their work is done.  Of course, we could just execute them all and be done with the mess...they're not exactly trust-worthy, after all.


It is 945, the Design Phase.

Spoiler: State of Forenia, 945 (click to show/hide)

Spoiler: Moskurger Spells (click to show/hide)



Behavior Rules.  Please Read.
Spoiler (click to show/hide)
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on July 19, 2017, 06:24:04 pm
Well lads, looks like we're in the home stretch. Again. Lets see if we can't press this advantage. As getting transparent adamantium is a revision, and we can't really improve our aircraft until we have it we need to focus on... well, something other than air power for the design.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 19, 2017, 06:34:28 pm
I'll rewrite a proposal for adamantine plate armor (In a weird and more effective way) and a revision to improve either the Phoenixes' (And Skyskiffs') speeds, or to improve adamantine to be MUCH tougher and harder (As in, sharp enough to shave an Arstotzkan's most hideous Viking beard, and tough enough to catch a cannonball without breaking).
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on July 19, 2017, 06:38:37 pm
I'll rewrite a proposal for adamantine plate armor (In a weird and more effective way) and a revision to improve either the Phoenixes' (And Skyskiffs') speeds, or to improve adamantine to be MUCH tougher and harder (As in, sharp enough to shave an Arstotzkan's most hideous Viking beard, and tough enough to catch a cannonball without breaking).
We don't just need to improve it to be tougher and harder, we need to make it more modifiable, if we can change all of its features to a greater amount we can produce MUCH more effective things from it, like almost entirely clear armor, or armor that absorbs light.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on July 19, 2017, 06:44:15 pm
I'm just gonna vote for railguns again at this point.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 19, 2017, 07:02:31 pm
Well, yes, but the immediate concern is more protective armor (For airships AND men). Also, an infantry upgrade can include the armor, perhaps a revised halberd, and an adamantine shield. Probably just the shield and armor, as the halberd's already a pretty good antiarmor weapon, especially now that it's made of adamantine. Harder and tougher benefits them as well.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on July 19, 2017, 07:04:12 pm
Plate armour isn't going to help much in light of their new rifles; better to just not being around to be shot. Like in the air or something. And as much as a high-altitude craft interests me, without the weapons to equip it with such a craft wouldn't be useful. I can definitely agree on being able to make adamatine that much stronger/weaker is a large advantage as we can definitely make everything stronger, not just infantry equipment.

So basically we're stuck with Bane as the design we can do given the revision shortages. As railguns still require effective ammunition and would certainly be hellish to produce for little effect.

Quote
Bane:
Learning the lessons from the creation of adamantium and the particular effectiveness of the explosive firestorm and creating a new, far more effective explosive. By effectively summoning this new material we can create a new explosive as effortlessly as we create adamantium. Surreptitiously named 'Bane', this substance begins life as fine powder, capable of blowing up with significant force only when powerful physical force or electrical energy is applied to the composition; at high heat it merely burns extremely hot and without smoke rather than detonating making it a useful addition to our al-chemist's repertoire of materials

Currently, the powder has two uses; firstly, as a component of our incendiaries it can bring the temperature it burns to a significantly higher point, likely burning the poor arstotzkans caught within the flames, though the fire. Without the fumes, and the heat following the principles of 'convection', as out al-chemists refer to it, the mixture is safely handled by adamantium-garbed soldiers (such as ours) with a much reduced risk, while anyone not in adamantium protective gear is likely to be cooked in short order.

Secondly, added to our Mudawin-Nar (Thunderous fire) mixture, it makes the explosive force significantly stronger depending on the amount of bane is used, allowing the resultant explosive to detonate much more forcefully than an explosive without bane.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 19, 2017, 07:24:55 pm
Bane is NOT anywhere NEAR our only option.

We could also do, with similar impact (Assuming no earth-shaking antimagic-proof shenanigans)
Quote
Flametroopers
In one design we should be capable of roughly duplicating almost-full-body plate armor. Add a backpack to that and use the revision to downsize an adamantine scroll to easily-man-portable size.....and pump Alnnar (The original, flammable stuff, not the explosive) into the tube. Light at other end. This will likely require two turns (One for armor and a clothlike/leather-like adamantine for better temperature protection) and one full turn for functional flame-throwing.


al-Tawrbinat's Wind Machine
By ramping up the power of the adamantine scrolls, we can create a wind cannon, a more graceful alternative to the elderly ballista or profane cannons of Arstotzka. Projectiles fed into the slot at the top rear of this weapon are pushed with great force down the barrel and fly to Extreme range or beyond.


al-Tawrbinat's Hair Dryer (Better Name Pending)
The Wind Machine is a wondrous invention. So wondrous that al-Tawrbinat himself spent extra time on the project this year and invented a man-portable version capable of throwing a Firestorm grenade out to Medium range. Since it is constantly "on", there is a cover over one end that will stop the wind until it is removed. Just like the artillery version, anything dropped into the hole on top (Near the back of the tube) will go flying, quite far.

Or we could make a new fast assault airship that uses a low-power Scroll to fling a projectile a short distance. This would help in case they try anything fancy with protecting themselves from antimagic.

I am personally in favor of a full-plate-with-shield-and-leather adamantine design with a revision for adamantine's hardness and toughness (Normally mutually exclusive, now you can have BOTH!) to make it better for stopping things and cutting things, all without breaking.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on July 19, 2017, 07:38:28 pm
Well, stronger adamantium doesn't require us to design new weapons or armour to take advantage of it, it'll be applied automatically.

And bane is necessary to take the castles in the mountains; though it could have to be combined with one of Al-Tawrbinat's devices for best effect.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on July 19, 2017, 07:41:32 pm
You do still have +1 effectiveness to mundane applications of electricity.  As I was asked, yes this applies to a railgun.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 19, 2017, 07:47:44 pm
While stronger adamantine does not require better armor, our present armor is simply not good enough any more. It can't stop even a glancing blow from a crystal axe, which tends to sheer straight through the leather components. We just need to beef up our armor. Whether it's full plate or not is honestly not such an issue, not now. We could do a full-bore desert-robes-of-adamantine and just enchant and revise adamantine to be ludicrously unbreakable or whatnot, so that even a blow from a broadaxe won't do much more than mildly annoy the wearer.

However, hard armors are presently the fastest way to armor soldiers, and armored soldiers win battles. Not to mention we're liable to be taking cannon rounds again shortly if the Arstotzkies get their collective sorry acts together, so we may want to be well-protected from such an eventuality.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on July 19, 2017, 07:50:14 pm
Does it also apply to the detonator of an explosive?

And armoured soldiers win in melee. They can't get into melee, they don't win. Keeping our troops light and relying more on mobility than actually letting the arsotzkans get close enough to use their axes is the better option. Not to mention with Halberds we do have a reach advantage over their axes, which is something to keep in mind. Mobility does trump protection to a certain degree.
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on July 19, 2017, 08:07:24 pm
"Design" "Curse of the living staff": By inscribing the holy writings normally put upon the staves of Tubikh Rrahim upon the living bodys of those captured by us over the years and returning them, we hope to produce a magical effect of similar power as the original staves.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 19, 2017, 09:20:47 pm
Tell that to battlecruisers.

Now then, I agree. Mobility is helpful. Right now, our lamellar-armored soldiers enjoy EXCELLENT maneuverability. Explain to them, would you, how that works?
We need some basic form of protection. I think that this will protect us from shrapnel, blades, arrows, and fireballs---forever.

My other alternative is to rest on our laurels, comfortable in the guess that the Arstotzkans won't get their crap together in time to counter us...and spend a turn of research on our original findings when we delved into antimagic. Just an exploratory "Scientists, find what's there".
And we see what eldritch horrors and revelations from Allah we can dig up.

In other words, we attempt to stretch eS's sanity to the limit, as he tries to figure out a balanced way to let us do that. Unless we roll a one. In which he, he's going to laugh and say "Your best researchers just zapped their magic away forever poking around with the old antimagic. Good luck next turn."

However, SMMI convinced me on Discord. This is a preventative measure, just in case the Arstotzkans counter our antimagic-and-burn-it method that was so hideously successful last turn. Combined with a revision to make a basic version of al-Tawrbinat's Wind Machine (Adamantine scroll that throws things) or another explosives revision and we will have both long-range artillery firepower, a method to land troops behind enemy lines, and a boom-and-zoom platform capable of dumping obscene amounts of high explosives in a very short time before rushing off to rearm.

Skyhawk
This new airship is larger than a Skyskiff, yet smaller than the gargantuan Phoenix, and shaped roughly like a more aerodynamic ship, with a deck on top. The ship is not much wider than necessary, tending towards a long, lean shape with great speed, capable of carrying a full squad of soldiers belowdecks in the cargo area, which otherwise is filled with Fire and Thunder grenades and shells for use in the ballistae. The deck is clear of obstructions, and capable of holding two ballistae on the centerline, which can point fore and aft, or to either side. The wind scrolls are carefully placed on the sides so as to not interfere with the ballista firing lines, and there are extras that point only backwards, to be managed by an apprentice when extra movement power is necessary, perhaps to cross no-man's-land between our two armies. There are a lot of the wind scrolls, because this machine is meant to have a lot of lifting power. If necessary, it can bombard from range, or close in for the kill with its deadly cargo.

Quote from: Votes
Skyhawk: (2) SMMI, Madman
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on July 19, 2017, 09:23:24 pm
Quote from: Votes
Skyhawk: (3) SMMI, Madman, Crazy
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on July 20, 2017, 02:21:09 am
Have we wasted our treasure expense Credit for a stage magician?
Quote from: Votes
Skyhawk: (4) SMMI, Madman, Crazy, Detoxicated
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on July 20, 2017, 02:30:17 am
...I'm still holding out hope that we'll get something for our efforts. I mean, if we hadn't spent the credit, him disappearing would've been anti-climactic. Perhaps he will return in a few years with a boatload of... stuff. Or something.
Godsdammit, I shouldn't've trusted a man who literally deceives people for a living.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on July 20, 2017, 02:32:13 am
We can take pride in that at least the arstotzkans didn't get the design credit at least :P
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on July 20, 2017, 07:26:39 am
Please explain to me why a rail gun is not a good decision right now? It'll help counter their overwhelming artillery advantage after all.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on July 20, 2017, 07:46:20 am
Because our air forces deal with their artillery effectively, we need weapons which to counter their infantry. And frankly the skyhawk isn't doing ANYTHING our existing units cannot do now.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on July 20, 2017, 07:54:22 am
Well, our first railgun would be unlikely to compete with their cannons. It may be a better long-term strategy, but people might be looking for short-term gains.
Which I disagree with. I don't think we're going to win this war in 3 turns by blitzing the taiga. Now that the pressure is off of the desert, it is the perfect time to develop new strategies.

al-Maghnat's Cannon: al-Maghnat is one of the foremost researchers of Kahrab, or Harnessed Lightning. His workshop consumes huge quantities of WoTs (Wand of Thunderbolt), miles of copper cable, and crateloads of other esoteric materials. Recently he has earned the favour of the princess, who finds his work fascinating. Before that, we merely humoured him and his experiments- now we have been forced to actually pay attention to what he has come up with.
Aside from his 'Northfinder' (a curious trinket, but I don't see it catching on), his work on what he humbly refers to as 'Maghnatism' has not yielded results- until now. An Adamantium barrel, wrapped in several coils of copper cable. A WoT is connected to each of the coils, and an ingenious mechanism allows them to fire one after another in rapid succession. Which does nothing, until one inserts a lump of iron into the barrel. The coils generate Maghnatism, according to the researcher, which pulls the iron towards it. As each coil fires in turn, the iron is rapidly accelerated, until it leaves the barrel travelling at such a velocity that it generates an audible boom.
We are impressed by al-Maghnat's Cannon, and attempts to put it into mass production are underway.


frankly the skyhawk isn't doing ANYTHING our existing units cannot do now.
No, but to be fair, it does it better. Also, which existing unit is capable of airlifting units and depositing them behind enemy lines?

Quote from: Votes
Skyhawk: (4) SMMI, Madman, Crazy, Detoxicated
al-Maghnat's Cannon: (1) NUKE9.13
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on July 20, 2017, 07:59:32 am
The thing is that competing with their cannons right now is pointless, and airlifting infantry doesn't do anything because our infantry don't have much to use against their troops and railguns would take far too long to actually trim down into something our infantry can use and to do it on a large scale.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 20, 2017, 09:45:25 am
The two-turn plan for the Skyhawk is as follows: Right now, it gives our still-inferior ballista a solid firing platform with the mobility to screw with cannon fire. With the revision giving us the Wind Machine (Adamantine scroll that pushes projectiles at moderate velocity), it will have a dedicated VARIANT that does boom-and-zoom raids using said Wind Machines to drop huge amounts of explosives, before darting off to reload from the belowdecks cargo bay.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on July 20, 2017, 10:14:53 am
Dropping a large amount of explosives isn't going to matter if the explosives we have are unsuitable to actually killing the enemy. We need to get better explosives before a larger bomber becomes viable as our skyskiffs are capable with what ordinance we have right now.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on July 20, 2017, 11:50:01 am
Quote from: Votes
Skyhawk: (4) SMMI, Madman, Crazy, Detoxicated
al-Maghnat's Cannon: (2) NUKE9.13, Happerry
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on July 21, 2017, 03:30:38 pm
Design: Skyhawk [2+1, 1+1, 3]

The Skyhawk is an improvement over our aging airships of yesteryear.

It is a new hull design, shaped like a large canoe with a flat, narrow deck and made of Adamantium that can resist an HAC-1 up to medium range.  The two ballistas above deck can point fore, aft, starboard and port.  They can be aimed between 0° and 45° up.  The ammo is primarily Fire and Thunder shells, stored below deck. 

It uses four Adamantium scroll clusters, operated by wizards to keep them running in tune.

The artillery doesn't really work well against targets within close range below it, and there's not really any other weapons on board aside from Wands of Thunderbolts.  The ship is just a little faster than the Phoenix, but not nearly as fast as the Skyskiff.  The relatively narrow width means that the ship is prone to capsizing if an Adamantium scroll gets knocked out or if a manuever overextends too far.  It requires a team of mages to operate.  Very Expensive.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on July 21, 2017, 03:45:35 pm
Hmm. I suppose it is possible to roll worse than that, so we should be grateful.

We could spend our revision trying to fix it... but there are so many things wrong with it:
-Speed (or lack thereof)
-Lack of cargo capacity
-Fragility
-Cost
I don't think we can fix all three with a single revision. Now, if we had an expense credit, we could solve the cost issue... but somebody stole it.
I think the worst problem is the lack of speed, since that reduces survivability enormously. So if we do use a revision to fix it, we should focus on that.

We could also do something a little more experimental...

al-Maghnat's Northfinder: From the labs of the eccentric al-Maghnat comes this curious device. An iron needle, mounted in a dish such that it may spin freely. And the curious thing is this: the needle always points north. al-Maghnat claims this device is three centuries ahead of its time. We couldn't really think of a use for this curio- until we showed it to one of our admirals. They thought up ways it could be used to help our ships (and airships) navigate out of sight of the coast- if that is indeed possible, it would be a major advantage, allowing us to outflank and surprise Arstotzkan fleets, or bypass them entirely to conduct daring raids on their home ports, cutting them off from supplies.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on July 21, 2017, 03:47:21 pm
Well, the cargo thing isn't a worry; the phoenix can just be revised so that we have a variant as a cargo hauler.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 21, 2017, 04:12:10 pm
The cargo capacity was for a specific purpose, a design next turn should get us a hyper-fast boom-and-zoom-with-lots-of-bombs version that is capable of landing raiders behind enemy lines. That, or we just go ahead and develop a coilgun (Railguns have wear-and-tear issues, though perhaps that's a secondary concern in an Arms Race) for long-range artillery support from the (Hopefully) revised platform.
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on July 21, 2017, 04:25:32 pm
Um thought: Why not Develop Underwater transport next turn? we have mastered control of the air, So whats stopping us from making staves of "massive Bubble formation" and marching our men under their navy to their shores, and attacking them in a way they would never expect?
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 21, 2017, 04:26:07 pm
The fact that a Phoenix revised to carry massive amounts of troops would work better for that purpose?
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on July 21, 2017, 04:27:36 pm
Or just dry goods in general. Make it cheaper and we've got a good logistics transport.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 21, 2017, 04:29:05 pm
Will logistics actually get us anything?
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on July 21, 2017, 04:31:26 pm
It'll help get more bombs to the front, meaning the arstotzkans would be under heavier bombardment from the skies.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 21, 2017, 04:42:53 pm
I mean, maybe? It seems to me like running out of explosives would be a mentionable item in BRs.

That said, having an airship with a payload of nothing but shells/grenades would make for an interesting adaptation to the "FLAMES" method.
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on July 21, 2017, 05:08:40 pm
Strange Thoughts of mine:
Really oversized Scroll based "Drop pod" Troop and supply movement, Aka Large adamantium Tin can is Loaded with people/things, People/things get strapped/Chained/Bolted/Held down, And it gets shot Like a Really big bullet in the general direction of wherever we need it/'em.
Adamantium Scroll Torpedos: What the name implies.
Anti-Antimagic: Aka Flood the area with magic, Possibly causing magic misfires on people not expecting it, and making the detecting of magic a bit... Spotty at best.
"Scroll" Based ballista missiles: What the name implies.
Electeric Armor: Fill adamantium with lightning, Fly VERY CLOSE to the ground REALLY QUICKLY.
Blessed Lightning batterys: Can you guess?
Title: Re: Wands Race - [Moskurg]
Post by: Pavellius on July 21, 2017, 09:25:00 pm
Ptw
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on July 22, 2017, 01:54:05 pm
Okay, so, guys, we haven't chosen a revision. If nobody else suggests something (sensible), I'm just going to vote for a compass.

Quote from: Votes
al-Maghnat's Northfinder: (1) NUKE9.13
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on July 22, 2017, 01:59:08 pm
Quote from: Votes
al-Maghnat's Northfinder: (1) NUKE9.13
Skyhawk Speed Improvments: (1) Kashyyk


I think we should redesign the SkyHawk to be much faster. Even if it has to way overshoot a target, turn around slowly somewhere out of range, then come back that's better than what it'll currently do. Best way I can think of is to rework the adamantium scrolls to pull more air through faster.
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on July 22, 2017, 02:08:40 pm
I think we should redesign the SkyHawk to be much faster. Even if it has to way overshoot a target, turn around slowly somewhere out of range, then come back that's better than what it'll currently do. Best way I can think of is to rework the adamantium scrolls to pull more air through faster.
Different Thought: change adamantium to give us control over it's Weight, Allowing us to at least moderately reduce the weight of our Ships, Increasing speed in a different manner.

Quote from: Votes
al-Maghnat's Northfinder: (1) NUKE9.13
Skyhawk Speed Improvments: (1) Kashyyk
Adamantium Weight control: (1) Crazyabe
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on July 22, 2017, 02:10:48 pm
Different Thought: change adamantium to give us control over it's Weight, Allowing us to at least moderately reduce the weight of our Ships, Increasing speed in a different manner.
It's already as light as leather. Make it any lighter and it'll just get blown away in the... Wait. That's what we want. It's perfect!


Quote from: Votes
al-Maghnat's Northfinder: (1) NUKE9.13
Skyhawk Speed Improvments:
Adamantium Weight control: (2) Crazyabe, Kashyyk
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on July 22, 2017, 02:37:00 pm
I think strength control is more important; no matter how light the material is if it can't withstand a good amount of force it's not really viable.
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on July 22, 2017, 02:41:55 pm
I think strength control is more important; no matter how light the material is if it can't withstand a good amount of force it's not really viable.
Consider this from a different angle: we summon adamantium as bricks, If we were to make those bricks weigh 1/4th a ton each and build walls out of them, How much more force would be Required to hit the people behind the walls?
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on July 22, 2017, 02:56:07 pm
A lot. But we don't have any castles to build out of them; not to mention our advantage is on the offence, not defense. Better strength will help our aircraft survive AA fire, boost our infantry and generally make the material more resilient.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 22, 2017, 03:33:53 pm
Adamantine Jets
Our Researcher Priests have finally named the new scroll-like devices! Because of how air is pushed out in a narrow stream, they have named them "jets". Also, they've done some work on increasing the raw power of the "jets" to make them more effective at propelling our airships.
Title: Re: Wands Race - [Moskurg]
Post by: Atomic Chicken on July 23, 2017, 07:52:33 am
Quote from: Revision Votes
(1) al-Maghnat's Northfinder (http://www.bay12forums.com/smf/index.php?topic=163276.2925.msg7516576#msg7516576): NUKE9.13
(0) Skyhawk Speed Improvments (http://www.bay12forums.com/smf/index.php?topic=163276.2940.msg7517293#msg7517293):
(2) Adamantium Weight control (http://www.bay12forums.com/smf/index.php?topic=163276.2940.msg7517303#msg7517303): Crazyabe, Kashyyk
(2) Adamantium Jets (http://www.bay12forums.com/smf/index.php?topic=163276.2955.msg7517377#msg7517377): Madman198237, AC

Improving our scrolls sounds like an adequate idea. We'd increase the speed of our two latest airships, as well as the effective range of the Phoenix's flamethrower and the power of any scroll-based artillery we may design later.

I'm quite in favour of developing railguns, but I have my doubts about the effectiveness of a compass at this stage.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on July 23, 2017, 09:19:27 am
Quote from: Revision Votes
(1) al-Maghnat's Northfinder (http://www.bay12forums.com/smf/index.php?topic=163276.2925.msg7516576#msg7516576): NUKE9.13
(0) Skyhawk Speed Improvments (http://www.bay12forums.com/smf/index.php?topic=163276.2940.msg7517293#msg7517293):
(1) Adamantium Weight control (http://www.bay12forums.com/smf/index.php?topic=163276.2940.msg7517303#msg7517303): Crazyabe
(3) Adamantium Jets (http://www.bay12forums.com/smf/index.php?topic=163276.2955.msg7517377#msg7517377): Madman198237, AC, Kashyyk

This is pretty much what I meant by speed improvements, but this is better explained. As we're winning navally and losing on land, I don't think a compass is the best choice.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on July 23, 2017, 09:25:24 am
Yeah, we're already winning at sea. I was mostly voting for the compass to make people pay attention.

Quote from: Revision Votes
(0) al-Maghnat's Northfinder (http://www.bay12forums.com/smf/index.php?topic=163276.2925.msg7516576#msg7516576):
(0) Skyhawk Speed Improvments (http://www.bay12forums.com/smf/index.php?topic=163276.2940.msg7517293#msg7517293):
(1) Adamantium Weight control (http://www.bay12forums.com/smf/index.php?topic=163276.2940.msg7517303#msg7517303): Crazyabe
(4) Adamantium Jets (http://www.bay12forums.com/smf/index.php?topic=163276.2955.msg7517377#msg7517377): Madman198237, AC, Kashyyk, NUKE9.13
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on July 23, 2017, 03:02:41 pm
Yeah, we're already winning at sea. I was mostly voting for the compass to make people pay attention.

Quote from: Revision Votes
(0) al-Maghnat's Northfinder (http://www.bay12forums.com/smf/index.php?topic=163276.2925.msg7516576#msg7516576):
(0) Skyhawk Speed Improvments (http://www.bay12forums.com/smf/index.php?topic=163276.2940.msg7517293#msg7517293):
(0) Adamantium Weight control (http://www.bay12forums.com/smf/index.php?topic=163276.2940.msg7517303#msg7517303):
(5) Adamantium Jets (http://www.bay12forums.com/smf/index.php?topic=163276.2955.msg7517377#msg7517377): Madman198237, AC, Kashyyk, NUKE9.13, Crazy
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on July 23, 2017, 10:39:36 pm
Revision: Adamantium Jets [6]

Abandoning the "rolled up sheets of enchanted Adamantium" design, these Adamantium scrolls can barely be referred to by the same name as their ancestors.  They're not carpets, and they're certainly not pegasi, and their not even really scrolls at this point.

Designed from scratch to be a tube, this new design focuses primarily on forcing air through the hollow center to create as much thrust as possible.  Most of the effort goes into engraving the spells, prayers, and hymns (which are ever-growing in complexity) on the internal components of the device.  It actually features several smaller tubes inside the initial tube, increasing the thrust of the jet-stream of air by quite a bit.  We've long since moved past the "disobedient sentience" flaw of preceding flying devices, and these "jets" can be controlled by an apprentice directly.

We upgrade all existing Adamantium War Pegasi Scrolls to these new Adamantium Jet Engines, including Hayat's personal ride.  For the Skyskiff (and those who ride the engine directly with a saddle (not recommended)) this doesn't do much, as the limiting factor is the operators ability to withstand the intense wind experienced at these speeds.  For the Phoenix and Skyhawk, it should let them fly substantially higher and faster, making it more difficult to be shot down by Arstotzka's rather imprecise artillery.  The enchantments are still not permanent, and must be periodically replenished by a mage from time-to-time.




How do you deal with the potential Espionage Credit this year?
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on July 23, 2017, 10:53:30 pm
My Suggestion: Use it to Capture several of their mages, and have them brought back gag'd and bound, with a "Bonus" for those directly involved in training their apprentices.
Title: Re: Wands Race - [Moskurg]
Post by: Atomic Chicken on July 23, 2017, 11:08:02 pm
What is an espionage credit?
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on July 24, 2017, 12:03:29 am
What is an espionage credit?
From the description: it is either (A) A Credit that allows us to steal some of the opposition's tech, or (B) a Credit that allows us to Screw about with their stuff before hand.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on July 24, 2017, 12:10:55 am
Well. Is there a piece of Arstotzkan technology that we'd especially like to have?

I was thinking we might want to look into stealing some information about their crystal summoning. Not so that we can replicate it- I imagine it is too advanced for us to steal all their research. Rather, we steal information about its vulnerabilities, to give us a bonus to weapons designed to penetrate it.

But I'm not 100% sold on that. I could be convinced to leave it, if we can't think of anything good.

My Suggestion: Use it to Capture several of their mages, and have them brought back gag'd and bound, with a "Bonus" for those directly involved in training their apprentices.
Too broad. What are we kidnapping them for? Do you mean so we can replicate their apprentice training scheme? That might actually be useful now that we actually need apprentices to man the Adamantium Jets.
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on July 24, 2017, 12:12:15 am
Well. Is there a piece of Arstotzkan technology that we'd especially like to have?

I was thinking we might want to look into stealing some information about their crystal summoning. Not so that we can replicate it- I imagine it is too advanced for us to steal all their research. Rather, we steal information about its vulnerabilities, to give us a bonus to weapons designed to penetrate it.

But I'm not 100% sold on that. I could be convinced to leave it, if we can't think of anything good.

My Suggestion: Use it to Capture several of their mages, and have them brought back gag'd and bound, with a "Bonus" for those directly involved in training their apprentices.
Too broad. What are we kidnapping them for? Do you mean so we can replicate their apprentice training scheme? That might actually be useful now that we actually need apprentices to man the Adamantium Jets.
If we kidnap them, we can Reduce their Training effectiveness for the turn, and Gain info on how they do it ourselves.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on July 24, 2017, 02:04:17 am
We could steal their cannons...
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on July 24, 2017, 02:55:50 am
If we kidnap them, we can Reduce their Training effectiveness for the turn, and Gain info on how they do it ourselves.
I don't think we can do both of those. But doing the second might be worthwhile. The first would be a very temporary bonus, only worth it if we are one turn away from victory.

We could steal their cannons...
I certainly hope we can't. Because if we can, then they can steal our aircraft. And that would be worse for us than us stealing their cannons would be for them, I feel.
My hope is that aircraft, like cannons, have so many prerequisite magics/technologies that a single espionage credit cannot steal them. As in, you steal the plans for the cannon, but not how to cast the fireballs or whatever that power them (which relies upon fire magic you have no experience with). Or you steal how to make things float, but not how to propel them (which relies upon wind magic you have no experience with). Basically, we've both spent many many designs on these things, if a single espionage credit can steal them then espionage credits are OP AF.

Actually, eS: Could you weigh in on this? Could they steal and replicate a functional Skyskiff, say? Or rather, can an espionage credit steal the product of multiple designs?
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 24, 2017, 07:36:10 am
Oh hey, don't forget:


Deceit Is For Heretics
We need to scan the minds of the crew to determine their loyalty. And we need to do it first. Also, if they *don't* comply, remind them that stealing military secrets and providing them to our enemies is punishable by death. Extremely painful death.

Death by inhalation of the fumes of Alnnar.

Quote from: Orders
2 Check Crewmen Minds: Madman, SMMI
0 Leave Them Alone:
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on July 24, 2017, 07:42:04 am
We should steal their crystal magic storages to ease the maneuvering of all airships... i like the idea of getting their mage training info as well
Title: Re: Wands Race - [Moskurg]
Post by: Khang36 on July 24, 2017, 10:16:08 am
So how practical would it be to modify our new jet scrolls to instead of pushing air but tuned to push metal or admintine down the tube effectively turning it into a magic railgun of sorts?
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 24, 2017, 10:37:49 am
Very practical, we think.

It's been mentioned several times in the thread, and very often in the Discord.
Title: Re: Wands Race - [Moskurg]
Post by: Khang36 on July 24, 2017, 10:39:52 am
Oh haven't been following the thread and discord closely the past month so must have missed the discussions.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on July 25, 2017, 03:22:03 am
So how practical would it be to modify our new jet scrolls to instead of pushing air but tuned to push metal or admintine down the tube effectively turning it into a magic railgun of sorts?
Uh... magic railgun is maybe pushing it a bit. Magic grenade launcher, sure. But these things are not going to push projectiles with the force of a railgun. They might help to lob grenades out to medium range. But I doubt they'd go any further than that. 

You know what would make a better magic railgun? A magic railgun.


Quote from: Orders
2 Check Crewmen Minds: Madman, SMMI
1 Leave Them Alone: NUKE9.13
Because that worked out so well the last time. I'm sure that they won't be on guard against this sort of thing now, and would be so offended if we did it that they rescind their offer to help us. No, there's no way that could happen. Certainly not without rolling the dice first, on account of how WE ALREADY TRIED THIS.

Which is to say, even if they are lying, what of it? What do we stand to lose? I mean, if they don't want to spy for us, why on earth would they want to spy for Arstotzka? Worst case scenario, we let them go and they immediately leave the island, never to return. In which case, the same happens to Arstotzka, and no one is better off.
And if we scan their minds and detect this intention, what are we going to do? How can we force them to be loyal? We don't have mind-washing spells.
Doing this is all risk, no reward.
Title: Re: Wands Race - [Moskurg]
Post by: Atomic Chicken on July 25, 2017, 03:51:54 am
Quote from: Orders
Check Crewmen Minds
   (2) Yes: Madman, SMMI
   (2) No: NUKE9.13, AC

I agree with NUKE. Risking another order on this seems unnecessary.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 25, 2017, 08:03:16 am
We stand to lose them going to Arstotzka and sharing some information.

Plus, we ought to get bonuses to the rolls, because we're entirely right to question them.

We just have a method to ensure honesty. Like it says: Threaten them if necessary. They don't have a choice as to whether they comply or not, the usual punishment for sharing such military secrets would be death.

We're just giving them a free way out.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on July 25, 2017, 08:32:16 am
Again, if they aren't willing to spy for us, why would they be willing to spy for Arstotzka? And even if you're right, then Arstotzka's spies would surely do the same for us- we'd just be swapping spies.
We attempted mind-reading on their leader before, and failed miserably. They will be on guard against such things, giving us a penalty to the roll.
If we intend to send them to Arstotzka to do espionage for us, we have no choice but to let them out of our sight. At which point, threats of violence become valueless.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on July 25, 2017, 08:49:48 am
They are in jail without weapons. If we can't forcibly mind read them in that situation how the hell did we manage it in the field?

Quote from: Orders
Check Crewmen Minds
   (3) Yes: Madman, SMMI, Kashyyk
   (2) No: NUKE9.13, AC
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on July 25, 2017, 08:52:42 am
Nuke is as usual on point with his argument, so I am voting like this
Quote
Check Crewmen Minds
   (3) Yes: Madman, SMMI, Kashyyk
   (3) No: NUKE9.13, AC, Detoxicated
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 25, 2017, 08:57:41 am
If they won't spy for us, we exploit them some other way. If we don't KNOW, however, we stand to lose things.

They're in jail for attempting to steal sensitive documents and materials. We can just kill them, legally and fairly. They know this, and we will inform them of this anyway.

We order them to sabotage and report, and that we'll release them and their captain *after* they do our bidding.

That way, they KNOW we'll read minds on the way in and on the way back out. They can't get anything past us. Also, threaten them with getting brutally hunted down by thoughtscanning mages with a vengeance. And precognition (They don't need to know about the limitations).
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on July 25, 2017, 09:01:06 am
They are in jail without weapons. If we can't forcibly mind read them in that situation how the hell did we manage it in the field?
Sure, we could do it by force. We could've read the captain's mind by force as well. We didn't, though, because we wanted to maintain the semblance of good relations.

Likewise, these people are offering us an Espionage Credit. We should graciously accept, not subject them to invasive mind-reading. I mean, if they weren't already planning on betraying us, that'd be a great way to make them want to.

We order them to sabotage and report, and that we'll release them and their captain *after* they do our bidding.
How on earth are they supposed to sabotage/spy on Arstotzka before we release them?

Seriously, they can just run away after we let them loose. Nothing short of actual mind-manipulation magic is gonna change that.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 25, 2017, 09:11:11 am
We keep their captain, the guy they wish to have released.

We force them to report to us BEFORE releasing their captain to them.

We've already arrested them, invaded their captain's mind (Well, we tried to anyway) and probably have already threatened them with execution.

"Good cop" doesn't work with this sort of negotiation, NUKE.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on July 25, 2017, 09:16:13 am
...well, I went back to read the turn, and you're right, it does say that they are offering to do this in exchange for their captain being released afterwards. And the suggestion that we might just want to execute them is there. 

Oh, fine. Let the record show that I still don't think this is a great idea. If it goes wrong, I am totally gonna say I told you so.
Quote
Check Crewmen Minds
   (4) Yes: Madman, SMMI, Kashyyk, NUKE9.13
   (2) No: AC, Detoxicated
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on July 25, 2017, 10:01:16 am
Order: Mindcheck [5/3 -> 3]

After a bit of checking, we reveal that yes, their intentions are exactly as stated. 
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 25, 2017, 10:03:30 am
Hey, excellent.

NUKE, we're sorry, but your proposal clearly states your reluctance to participate in ensuring the security of GLORIOUS MOSKURG, and thus we must brand you a heretic, and send you out to die.

On the field of battle.

With a cask of Alnnar stuck to your back. And a lit fuse.
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on July 25, 2017, 10:09:58 am
Someone copy paste exactly what they said, so we can see if they're Fae-ing with us.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on July 25, 2017, 10:13:37 am
Quote from: The Turn
Espionage Credit!!!

After a bit of finger-snapping interrogation, it seems the trader is from the far-off land of China.  He admits to buying the boat from the former trader after his last trade run, intending to take his place and make his fortune selling magical artifacts from Forenia.  Unfortunately, his intentions were less-than-pure; had he managed to gain something of value from your nation, he would have gone to your enemy and attempted to sell your secrets for a massive profit.

Fortunately, this gives us a unique opportunity to use his skilled crew to further our own gains.  Loyal to a fault, they agree to perform an Espionage Credit for us if we release their captain and return their ship.  If we agree to these terms, we must honor our word and release the trader captain once their work is done.  Of course, we could just execute them all and be done with the mess...they're not exactly trust-worthy, after all.
[emphasis added]

So, you've gotten your confirmation that everything is vine. Now, I assume you have a plan for what to do with the Espionage Credit?
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 25, 2017, 10:25:44 am
Why yes, I do.

The Arstotzkans are in a bad way, surely they know that. They will do something drastic, I bet you. So, we do something to A. Give us a turn of guaranteed advance, and B. Prevent whatever they do from affecting us. Of course, they could also (And very well might) just kill him outright, which would be a fairly Arstotzkan thing to do. Anyway, in order to prevent everything they've done from mattering...

Crystalworks Sabotage
Well, we have a bunch of "traders" willing to go blow things up. Let's literally blow things up. Have them smuggle some explosives and blow all crystal-producing infrastructure that they can find.

Quote
Crystalworks Sabotage: (2) SMMI, Madman
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on July 25, 2017, 10:32:52 am
No thanks. No one-turn effects unless that one turn is the last turn of the game. The only section of Taiga that matters is the last. I have no interest in temporarily occupying 2/4 of the Taiga, and then going back down to 1/4 the next turn.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 25, 2017, 10:37:40 am
Sorry, there was a lengthy discussion in Discord, and I should've summarized it.

It goes as follows:
We don't know what Arstotzka will do with their credit.
We are afraid that logic may happen, and they might steal our antimagic or Skyskiff (Any other airship is worthless to them)
We need only 3 more turns of success.
Sabotaging crystals will give us a guaranteed advance on all fronts.
Doing so allows us to see what Arstotzka considers worthy of stealing and/or doing.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on July 25, 2017, 10:40:59 am
...yeah, that doesn't make any sense. We are 3 turns away from victory. What use is a 1 turn boost? Unless you think we're about to get two more espionage credits.

And yeah, we'd get to see what Arstotzka thinks is worth stealing. And then what? What are we going to do with that information?

...hang on, let me get on the discord.



Educational Espionage Endeavour: Our agents will kidnap Arstotzka's best and brightest teachers, and bring them back to Moskurg. Once we have them in our grasp, we shall use every trick in the book to wring the information necessary for us to set up our own apprentice training program, to rival theirs. Combined with our wizard training program, we shall see more spellcasters of every rank on the battlefield, boosting every aspect of our military.

Quote
Crystalworks Sabotage: (2) SMMI, Madman
EEE: (1) NUKE9.13
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on July 25, 2017, 10:50:57 am
The fear seems to be that anything we could theoretically steal permanently is not as important as the knowledge of what they want to steal from us.

An option I see is to use our expense credit to cancel their expense credit. That would much more effectively save us from any fear of them stealing our stuff.

Or we could just steal something we think is more useful to us than a skyskiff is to them.

Although I'm expecting there to be some sort National Effort effect on any magical items we steal, similar to the wands. It'd make it easier to reverse engineer, but that's it.
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on July 25, 2017, 01:04:20 pm
Quote
Crystalworks Sabotage: (2) SMMI, Madman
EEE: (2) NUKE9.13, Crazy
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 25, 2017, 01:12:45 pm
Quote
Crystalworks Sabotage: (0)
EEE: (2) NUKE9.13, Crazy
Save Credit: (3) Madman, Atomic Chicken, SMMI

Saving it helps us by giving us a free turn of advances if necessary (i.e., they shut down our airships and we need to do something about it)
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on July 25, 2017, 01:50:06 pm

Quote
Crystalworks Sabotage: (0)
EEE: (3) NUKE9.13, Crazy, detoxicated
Save Credit: (3) Madman, Atomic Chicken, SMMI

Saving it helps us by giving us a free turn of advances if necessary (i.e., they shut down our airships and we need to do something about it)
Title: Re: Wands Race - [Moskurg]
Post by: Khang36 on July 25, 2017, 02:49:31 pm
Considering how effective their artillery is wouldn't they go for stealing lucky strike so they can swat our airforce?
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 25, 2017, 02:55:51 pm
I mean, LOGICALLY, yes.

Probably not, though.
Title: Re: Wands Race - [Moskurg]
Post by: Khang36 on July 25, 2017, 03:11:55 pm
I kind of want to steal their magic batteries it would allow us to make magic weapons that don't rely on mages to use.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on July 25, 2017, 03:18:25 pm
Quote
Crystalworks Sabotage: (0)
EEE: (2) Crazy, detoxicated
Save Credit: (4) Madman, Atomic Chicken, SMMI, NUKE9.13
I'm fine with saving the credit.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on July 25, 2017, 03:27:54 pm
Im starting to think that you purposefully change your vote whenever i vote for the same thing nuke...
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 25, 2017, 03:29:33 pm
They have aethergems that CREATE magical energy, their stuff is "meh" at storing it.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on July 25, 2017, 03:43:58 pm
Quote
Crystalworks Sabotage: (0)
EEE: (3) Crazy, detoxicated. Kashyyk
Save Credit: (4) Madman, Atomic Chicken, SMMI, NUKE9.13

I like the idea of more mages, If we're going to go for a permanent improvement, we might as well do so now, and there's nothing so all encompassing as "Moar Wizards"
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 25, 2017, 03:45:57 pm
Those of us voting to save the credit are saying "Let's use this to destroy their crystals or other essential tech etc. to give us a guaranteed advance in the future", instead of "Let's get one of their important technologies to develop on our own".

The game should be over in the next five turns. Three turns, if we manage a victory every time.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on July 25, 2017, 03:55:46 pm
Uh, that's not what I'm saying. I'm saying, knowing what Arstotzka has done with their EC will give us more information about how we should use ours.

I really don't share your optimism when it comes to the inevitability of our victory. I think Arstotzka has had a few bad turns, but if they can find a way to effectively deal with our airforce, even a little, they could easily turn things back in their favour. Must I remind you that just a few turns ago we were the ones with the enemy on our doorstep? Or that we've captured a section of Taiga before, only to be rebuffed once Arstotzka got their act together?

I mean, if we steamroll them this turn, then yeah, saving the Espionage Credit in order to deliver the coup de grace would be wise.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 25, 2017, 04:03:49 pm
Yes. Our victory is not inevitable, but if we play this right, we can win. Holding that credit in order to steamroll them at any time of our choosing (If we lose any ground at all, we do some groundwork for something extreme while using the credit to cover ourselves, perhaps?) would give us a surefire way to push the end one step closer.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on July 25, 2017, 04:07:41 pm
I wouldn't be surprised if the self-destructing thing they designed last turn was an attempt to take back the air. Probably something based on their fireballs somehow.

I choose the EEE because I'm pessimistic enough to believe that they'll turn it around before we reach 3/4 in the taiga, by which point they'll have had several turns of use out of the result of their espionage credit, whereas we would still be sitting on ours. It is better I feel to use it now for a permanent boost, rather than holding out on the slim chance we can use it to guarantee victory.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 25, 2017, 04:11:50 pm
I'd get behind that, IF I could get support to make our lightning spells functional again.

If we give the plentiful amount of new apprentices something to use (Design that makes lightning seek crystal, revision that makes it apprentice-usable) THEN I'd be OK with getting more of them. Right  now, all they do is fly ships and sometimes become wizards instead of mere apprentices.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on July 25, 2017, 04:17:25 pm
Our school turns our apprentices into wizards faster. Stealing the EEE gives us more apprentices to turn into wizards faster. We will gain more wizards with the EEE.


I still want to just block their Espionage chit with ours though. That should be pretty easy to do and avoids any scary moments where they steal Lucky Strike, which is the one thing they need to do to win imo.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 25, 2017, 04:22:32 pm
That's what I'm getting at---we don't have anything for those apprentices to do. By making sure we actually DO have something for masses of new apprentices to do, we'll get more benefit from doing so. Also, they can't win even if they DO get Lucky Strike.

We will still be capable of disabling their cannons.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on July 25, 2017, 04:25:47 pm
Unless they just revise them to be anti-magic proof. In which case we'd be boned.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 25, 2017, 04:28:41 pm
How?

eS directly stated that he would not allow one-turn hard counters.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on July 25, 2017, 04:39:40 pm
It's not like it's unprecedented. They've revised their crystal to be anti-magic proof before, and they have reasonable experience in anti-magic themselves. It's not one turn of effort total, but I bet they'd only need another revision to do it.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 25, 2017, 04:43:38 pm
No, it's totally unprecedented since the time AFTER eS specifically said "No hard counters".

Remember, we're not dissolving crystals, we're making it impossible for the crystal cannons to FIRE, because our antimagic prevents them from gathering magical energy with which to do so.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on July 25, 2017, 05:02:04 pm
Im all for making lightning work again...

the eee is the thing for us, especially if we get a cheap lightning spell
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on July 26, 2017, 06:26:01 am
They turned their crystals into a sort of "mundane" material post casting and shaping, which prevented the Anti-Magic from working.

Our Lightning does still work, it's just not the thing that's causing the most effect right now with the tide of the battle being decided by Air vs Artillery.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 26, 2017, 08:24:29 am
^ As he said.
Lightning COULD work, IF we could bypass their lightning rods. This should take only a design. Plus a revision to make lightning usable by apprentices.

If enough people will do the above next turn, I could get behind stealing their apprentice program. Putting 5 turns' worth of work back into service works wonders, we've seen it before.
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on July 26, 2017, 08:40:44 am
We already bypass the Lightning Rods, we spent a revision to do that.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 26, 2017, 08:43:50 am
Not effectively, no.

We can sorta-kinda-maybe guide the lightning from the rod to the person.

Outright making lightning seek crystals will, effectively, turn the Hammer of Allah into a huge number of Spears of Allah.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on July 26, 2017, 08:46:08 am
A way around the lighting rods game is by making the lightning strikes explosive. Instead of just electrocuting/overheating the target, it causes a sudden massive expansion. Even if their backpack lightning rods suddenly start working again, we'll just be blowing them up from two feet behind them rather than directly on them.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on July 26, 2017, 08:50:51 am
Seeking crystal would give us great anti-infantry capability, huge explosions would give us great anti-vehicle capability and some anti-infantry capability as well.

Sure. Why not. Everything explodes now anyway, might as well just make it all go to hell in a handcart explode faster.

Quote
Crystalworks Sabotage: (0)
EEE: (4) Crazy, detoxicated. Kashyyk, Madman
Save Credit: (3) Atomic Chicken, SMMI, NUKE9.13
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on August 06, 2017, 12:04:20 am

Combat for 945

Arstotzka scraps their project from last year and starts again this year learning from their past mistakes.  Known as the ASAF-F44 "Avenger", it was conceived as a weapon to rival Moskurgs so-far uncontested air superiority.  Two years of development went into the engine (proudly referred to as the "Kinetic Propulsion Drive" Mk. 2) and power source (known as the "Aether Reactor"), which required a fair amount of fine-tuning to get it working.  The Avenger is prone to capsizing, and the Aether Reactor lives up to the name - it "reacts" quite explosively when damaged, necessitating rather thick crystal shielding.  The KPD Mk. 2 is a heavily modified variant of their "Blastballs" spell, in that it uses an on-going continuous explosion inside a crystal "cup" to provide thrust.  This bell-shaped cup can be tilted with spherical controls in the cockpit, allowing the Avenger to move left, right, forwards, and backwards (although turning is done through banking).  The pilot sits up front in a clear crystal canopy and a gunner in the rear works an unpowered ball turret equipped with an HAC-1, though he has a field of view limited primarily upwards.  The entire contraption is shaped roughly like an arrowhead and can move quite fast, though it has terrible acceleration and requires the pilots full focus to keep from going into a deadly capsizing event.  For their revision Arstotzka finally fixes the "anti-magic" problem that's been plaguing their devices for decades, to an extent.  Their circuits are now "hardened" against anti-magic, meaning their devices that do not rely on mages (such as the HA-1b "Mundane", R1 and Avenger, specifically) can operate successfully in anti-magic fields.

Moskurg likewise works on their air force this year with the introduction of the "Skyhawk", the next-generation air-borne artillery platform design to obsolete their Alsamma Safina.  Much like the Phoenix, it is powered by four Adamantium engine clusters that provide lift and movement.  It is equipped with two ballistas and a large supply of explosive ammo, but has difficulty engaging nearby targets and relies on the crew to take care of threats.  It is skinny like a canoe, making it difficult to hit from a distance, but that also means it can "capsize" if the pilot isn't careful.  For their revision they upgrade their Adamantium War Pegasi Scrolls to flat-out Adamantium jet engines.  Using multiple inter-linking scrolls of varying size, it can provide even more thrust than the previous generation of flight-capable rugs.  This only really benefits the Phoenix and Skyhawk, as smaller aircraft are already fast enough that the limiting factor is the ability of the pilots to see through the wind and perform maneuvers successfully.



The Taiga continues to burn, but not nearly as much.

The Avenger is Arstotzka's shaky step into the world of directly contesting Moskurg's air superiority, and it shows.  The unpowered turret makes lining up shots on the faster Skyskiffs virtually impossible, and the primary focus is the large, lumbering Phoenix ships.  If an Avenger can get close enough, the HAC-1 can punch through the Adamantium armor plating.  Hitting the fuel tank doesn't really do much besides make the crew nervous; the ammo isn't explosive or heated, and Adamantium doesn't spark when hit as the temperature is constant.  What is vastly more effective is hitting an engine cluster.  It only takes a couple of shots before output begins to falter in a cluster, and hitting two on the same side will cause the ship to list and capsize.  This tends to be unfortunate for the crew and anyone underneath, but Moskurgs Skyskiffs do a fair job at keeping them at bay and the Phoenix is usually escorted by Skyhawks.  If nothing else can be said about the Avenger, then the crews will admit that the damn thing is hardy.  Ballista rounds can't crack the crystal hull, and the lightning-resistive crystal requires a few lightning strikes before holes can be blasted through.  Once the armor on the Aether Reactor is worn through, though, then the brilliant explosion will send shrapnel at everything in a fifty foot radius.  All-in-all, it's not really good for much other than hitting the vulnerable-yet-deadly Phoenix airships and keeping them from running freely overhead.  Anti-Magic Hardened Circuits are about equally as helpful, able to allow the aircraft and some of the artillery on the ground below to operate regardless of the glowing "No-Fun" field.  Mages still can't cast, though, but Aethergems and circuits operate just fine. 

More helpful for Moskurg than their anti-magic is their Skyhawk, which has double the rate of fire of the previous generation Alsamma Safina.  Able to hit from beyond anything Arstotzka can reach, Moskurg doubles down on their "pick and chip" philosophy.  Avengers are a concern though, as it takes a few lightning strikes to knock them out of the sky.  If they're too close then mages need to strike at the pilot or gunner, as the explosion would damage the Skyhawk.  Thankfully, their massive control of the weather makes it hard for Arstotzka to scramble interceptors or launch sorties, as it's nearly impossible to maintain formation in such inclement weather, so they don't really do much on that end.  Moskurgs newer, better engines also allow them to fly through and over Arstotzka's field of anti-air fire, putting them out of range of gun crews on the ground below. 

Arstotzka still has the advantage when it comes to melees, as more and more of their troopers begin favoring the R1 and its ability to firmly knock out an enemy soldier from range without a fight, but it still suffers from firing rate and cumbersome reloading.  The Protector still suffers from the poor locomotion issues that have plagued it since conception, and like the jungle these are exacerbated by the dense pine forests.  It can at least operate as a pillbox once it - inevitably - breaks down, though.

Despite the Phoenix no longer being the "kill everyone" weapon it was last year, Moskurg still has an overwhelming air advantage.  As the pine forests get denser, though, this becomes less and less of a factor and battles begin to rely primarily on hand-to-hand combat.  Even worse for Moskurg is the fact that Arstotzka has naval superiority in the surrounding waters (although just barely).  Troops can be landed behind Moskurg lines, and with their superior infantry Arstotzka can win battle after battle.

It's a hard-fought battle, and though Moskurg is dominating in the air it's not quite enough.  Arstotzka manages to push the invaders out of their homeland - but just barely.

Arstotzka regains the Taiga.


Air superiority dictates much more of the battle in the plains, however.

With close air support and the ability to hit trenches with (little) Arstotzkan opposition, Moskurg continues their roll from the desert to the north.  The Avenger shines with the ability to drop explosive artillery shells, though the bombing runs are often inaccurate and limited in effect compared to Moskurgs air superiority.  Combined with their navy hitting from the shores and their air force hitting from above, Arstotzka is forced to abdicate a section of ground here and give Moskurg a foothold.  The R1 and Protector both show promise here, but the problems that have plagued them limit what they can do.

Moskurg gains a section of the Plains.


The Mountains surprise everyone when Moskurg storms up the slopes and regains a foothold.

Small airships shine here, most notably the Avenger and Skyskiff.  With strongholds being all but obsoleted, most battles are proceeded with days of artillery barrages and air raids on choke points and defensive emplacements before being stormed.  Moskurg's explosive ammo and Skyhawk put them on par with Arstotzkan artillery (which unfortunately must be lugged from one place to another by cart on the treacherous mountain trails), so the battles are decided by the better air support - which must go to Moskurg.  If nothing else, the Skyskiffs are merely Cheap while the Avengers are Very Expensive, meaning that even if they were worse they would still vastly outnumber their aerial competitors.  The Protector is useless in the steep inclines and narrow, rocky paths, and the Phoenix is too easy to hit from concealed positions in the mountainous ground below.  Melees are infrequent, but the R1 proves to be quite useful here with its ability to shoot without standing up and flat trajectory.  That doesn't decide the major battles though, so Moskurg manages to gain foothold on the mountains once again.

Moskurg has gained a section of the Mountains.


Arstotzkas Avenger struggles against the larger and better-armed Skyhawks, and the smaller and faster Skyskiffs.  Moskurgs faster engines and new artillery platform lets them shell Arstotzkan ships from a safe distance, and one by one the crystal ships sink below the waves in the frigid northern seas.  This is especially bad for Arstotzka - this means that next year they will not be able to use their naval support to increase the effectiveness of their ground forces, but at least Moskurg doesn't have naval superiority.

Moskurg gains a section of shoreline in the Northern Seas.  Arstotzka loses naval support for next year.


Espionage Credit!!!

Both sides make good use of their Espionage Credit this year. 

Arstotzka manages to steal a thing, which will let them do a thing if they spend some time figuring it out.

Moskurg manages to kidnap a few of the high-level mages (turns out the crew is particularly adept at piracy and caught a few crystalclads out at sea).  They had to cut out their tongues so they couldn't cast against us, but thankfully left their fingers.  After a bit of coercing, we learn the process by which Arstotzka collects their mages.  Through a process of testing the civilian population and offering magically-inclined individuals scholarships, we could potentially increase our overall number of mages.  We'd still need to increase the size of our school to accomodate the increased number of magic-users we'd be training, but now we have a solid lead on increasing our forces.

Design Credit!!!
Hayat has been tinkering with her lightbulbs for the past year, and believes she has developed something new and exciting related to that field (dubbed "electricty") that she wants to share with the design team.  The Sultan has agreed to finance the little venture, so this year we gain an extra Design Credit - so long as it deals with our "electricity".

It is 946, the Design Phase.

Spoiler: State of Forenia, 946 (click to show/hide)

Spoiler: Moskurger Spells (click to show/hide)



Behavior Rules.  Please Read.
Spoiler (click to show/hide)
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on August 06, 2017, 01:17:19 am
Electricity design credit?? Do I hear coilguns?

Ahem. I'm very concerned by what they stole. Probably lucky strike as that has been the main source of salt since day 1. I'm gonna throw together some designs in a bit.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on August 06, 2017, 07:25:53 am
HS-aM-EA1: Based on documents captured from Arstotzkan artillery positions, we have determined that the best way to name artillery is with obfuscating codes. Thus, we present Hayat Salbi and al-Maghnat's Electrik Artillery One.
Collaboration between the insane mad eccentric inventor and the insane mad eccentric princess has resulted in the perfection of the Electro-Maghnat, consisting of coiled copper cable through which an electric current flows, generating a magical field that attracts iron. Which is very interesting, but not particularly useful... or so we thought. For the duo have constructed a device that promises to deliver death upon the foe with greater efficiency than anything that came before.
The Electrik Artillery consists of an adamantium barrel, with numerous electro-maghnats along its length. Modified versions of the Wand of Thunderbolts are attached to each of the maghnats, set up to fire in rapid succession, delivering brief but large surges of power to each maghnat in turn. An iron shell inserted into the base of the barrel is accelerated up it at increasingly extreme speeds, until it bursts forth with a deafening roar, launching vast distances across the landscape.
The prototype promises range equalling that of our ballistae, with an assurance by Hayat that further development will see the weapon outrange anything Arstotzka has ever deployed.

This design uses both the Design Credit, and the +1 to electrical research that we still have lying around. (right? It's been a while, but I'm pretty sure we never used it)
I figure we shouldn't shoot for something that equals the range of Arstotzka's weapons right away- better to develop a solid foundation upon which future coilguns can be built.



Dunno what we're gonna do for our regular design. It's been a while, I forget what we had in mind before.
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on August 06, 2017, 10:07:56 am
Design Credit for Coilguns, perfection. We get that rolling and then revise the Skyhawk to be Expensive, and we should be stomping down their Crystal. As long as those two go well I have no opinions for our regular design action this turn. Maybe Adamantium Full Body Armor?
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on August 06, 2017, 10:16:58 am
No need to drop the skyhawk to expensive. Why not double up on the electricity designs and effectively make magical superconductors to boost the performance of our railguns?
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on August 06, 2017, 10:24:01 am
If we drop them to Expensive while having Coilguns, they will be easily able to wreck any hard emplacememts on the battlefield without fail.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on August 06, 2017, 12:47:06 pm
Actually, I think Taricus has a point. With a single design, we're unlikely to get a very good coilgun. Spending two designs on it would deliver a superior end product.
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on August 06, 2017, 01:45:23 pm
Ahem "Jet based Ballista ammo" Thats what our revision should be. And I Support the... Really ugly named thing, could we get a different name? that one sorta sounds like something our annoying neighbors in arstozka would come up with.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on August 06, 2017, 02:39:25 pm
sorta sounds like something our annoying neighbors in arstozka would come up with.
Yeah, that's the joke. It is intended as a taunt, making fun of their ridiculous naming schemes.
That being said, if people don't like the name, we can change it.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on August 07, 2017, 11:00:39 am
I don't see any votes, but the HS-aM-EA1 is the only design proposed so i guess thats winning. Design roll in a bit unless that changes.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on August 07, 2017, 11:20:43 am
Wind of the Crystallicker

A magically generated wind that dissolves crystals making it brittle.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on August 07, 2017, 11:51:41 am
I vote for that lightning cannon.

I also vote we should call it a lightning cannon. Every culture needs some heavily entrenched misnomers.
Title: Re: Wands Race - [Moskurg]
Post by: Atomic Chicken on August 07, 2017, 11:53:18 am
Quote from: Design Votes
(4) Coilguns: AC, NUKE, SMMI, Kashyyk
(1) Wind of the Crystallicker: Detoxicated

Votebox set up. Made some assumptions when assigning votes; please change if incorrect.

I'd personally prefer a less Arstotzkan name for the coilgun, but I don't really mind.
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on August 07, 2017, 01:18:23 pm
Quote from: Design Votes
(5) Coilguns: AC, NUKE, SMMI, Kashyyk, Crazy
(1) Wind of the Crystallicker: Detoxicated
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on August 07, 2017, 01:34:03 pm
Spoiler (click to show/hide)
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on August 07, 2017, 04:03:10 pm
Design: HS-aM-EA1 Coilgun [6-1+1, 2-1, 5]

The scarred princess certainly knows her stuff.

The HS-aM-EA1 consists of a lubricated Adamantium barrel with miles of thin copper wire wrapped around it in separate coils.  Power is supplied via an array of three dozen Thunderbolt Wands linked to each distinct coil on the twelve-foot-long barrel.  Taking advantage of the "Hayat Effect", in which a coil of electrically-charged wire exerts a force on ferrous materials, the coils can be fired in rapid succession to lead the iron slug through the barrel and out the end with surprising force.  The most difficult part of the entire contraption was getting the coils to fire in the correct order rapidly enough to produce the desired effect.  This is done by a new invention, termed the "spark gap", in which a wire is separated enough that the lightning will only transmit when enough "electric pressure" is present.  The spark gap firing sequencer is finicky though, and requires fine-tuning for humidity, altitude, and temperature so as to operate at peak efficiency.  Once the spark gaps are tuned and the Thunderbolt Wands are inserted, the gun is activated by a simple knife switch.

The ferrous slug comes out of the gun with an audible cracking noise and travels at speeds difficult for the human eye to follow.  Preliminary tests show the gun can fire out to Beyond Line Of Sight + 1, though the iron ball is so inaccurate that even with Lucky Strike we can't reliably hit a ship-sized target beyond Extreme Range.  Currently the only ammo we have tuned for the gun is mundane iron cannon balls.

The Coilgun is monsterously heavy and requires lengthy set-up and reloading sequences.  We can mount one aboard the Skyhawk in place of the ballistas with no reduction in speed, or two for a non-negligable reduction in altitude and speed.  We've taken the liberty of devising an open-latch loading bay for new ammo that allows air to follow behind the slug as it travels down the barrel, as well as a crank-operated mount that allows us to turn and fire the gun between -45° and 45° vertically.

The Coilgun must be connected to ground to fire.  This is not an issue for groundbased stations, but for airships the spent lightning is directed around the hull of the ship and straight down via a copper cable and reinforced Thunderbolt Wand.  Occassionally the Adamantium barrel will crack, as the copper coils seem to "tighten" when charged.

Due to the large amounts of copper, manufacturing, and attunement involved, the device is so expensive and sensitive that we can only field one at a time.  National Effort.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on August 07, 2017, 04:26:33 pm
Mm, it feels so nice when the dice are in your favour.

So, for our second design. Hows about we just... do that again?

Thundergun: Ditching the ridiculous Arstotzkan sounding name in favour of a name sourced from the sound of the weapon firing, the Thundergun is what you get when all the best minds in Moskurg come together to tinker with and improve on our beloved princess's inspiring design. The primary innovation is the replacement of the finicky "spark gaps" with the "airless cylinder". Partially inspired by Hayat's earlier light-orb designs, the airless cylinder consists of a glass cylinder from which all air has been removed (duh), within which are a number of metal components through which electricity can flow. These allow for the flow of electricity to be modulated thanks to... some complicated explanation involving several words most mage-engineers couldn't understand. (Look, it's a vacuum tube, alright? It's the next step after spark gaps. And, I mean, we have the technology.)
Additionally, effort has been put into arranging the mass-production of copper wiring. (since we're rolling for cost anyway, might as well give a justification for it getting cheaper)

Eh? I know it doesn't sound like much of an upgrade, but replacing the spark gaps with vacuum tubes airless cylinders will not be trivial, and otherwise they're a bottleneck to performance.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on August 07, 2017, 06:55:13 pm
Thundergun (1): Detoxicated
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on August 07, 2017, 06:56:21 pm
Quote
Thundergun (2): Detoxicated, Crazy
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on August 08, 2017, 03:33:10 am
Quote
Thundergun (3): Detoxicated, Crazy, Happerry
Also we should see if we can figure out how to modify our summon shiny supermetal spell to see if we can alter how it interacts with electricity, so that instead of the less common copper we can just summon all the metal we need (and hopefully make the Thundergun cheaper).
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on August 08, 2017, 04:52:54 am
Quote
Thundergun (4): Detoxicated, Crazy, Happerry, Kashyyk

For our revision, I suggest doubling down on the thundergun and modifying our shells to be explosive. It doesn't matter if you can't hit the broad side of a barn if the entire farm explodes.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on August 08, 2017, 11:19:45 am
Seems like the Thundergun is winning. Design roll in a bit unless that changes.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on August 08, 2017, 12:34:18 pm
Design: Thundergun [3+1, 6-1, 2]

Named after the thunderous roar from when it fires, the Thundergun immediately obsoletes the HS-aM-EA1 Coilgun.

The new design is very similar to the HS-aM-EA1, as the Adamantium barrel, coils, and crank-operated mounting system has not been appreciably modified.  The only real difference is the timing mechanism, which despite the relatively small size represents a large step in technology. 

The timing unit is a roughly box-shaped console that features a number of Hayat's "Lightning Bulbs" (now no longer exploding).  These tubes, filled with "nothingness", vastly improve the robustness of the timing system.  Rather than requiring the spark gaps to be tuned to altitude, temperature, and humidity, the system is always tuned properly and ready to fire.  Off-loading the timing entirely to the console means that set-up time has been reduced and the guns no longer require length production times to get attuned properly.

A relatively minor bonus of the console is that the Thunderbolt array can be consolidated into "cartridges"; a bundle of 36 linked wands that can be inserted in and out of the console as a unit as opposed to being replaced one-by-one.  This reduces loading times, making them comparable to our ballistas.

The Lightning Bulb array tends to break frequently, as the bulbs will crack easily or just get "burnt out", rendering the device inoperable.  The Thunderbolt cartridges, although faster for loading and unloading, can spark unexpectedly and damage nearby equipment or personnel.  It is recommended that loaders wear thick leather gloves and not wear any metal, nor operate the gun in the rain.  The accuracy issue of the gun has still not been addressed, and we are unable to reliably hit targets beyond Extreme Range.  Until this is addressed, our primary artillery piece will remain as the ballista.

Because the Thundergun is easier to set up and attune, we can now produce enough of them to make them merely Expensive.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on August 08, 2017, 12:36:03 pm
Well lads, we know what the revision is gonna be!
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on August 08, 2017, 12:43:25 pm
Do we? I'm torn between fixing the breaking Lightning Bulbs, or modifying the Thundergun to fire iron shells instead of balls, increasing the accuracy. Do we want a more useful weapon that is somewhat unreliable, or a reliable weapon that is less useful?

The sparking cartridges are unfortunate, but we obviously never have to worry about it raining on us at inopportune times, so they shouldn't be a huge problem.

EDIT: eS, SMMI raised the question on the discord- do we know how much damage the coilgun projectiles will do? More or less than a ballista?
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on August 08, 2017, 01:03:39 pm
A ballista can fire to Edge of LoS range, the thundergun can go one step further. Logically, the cannon is thus imparting more force than the ballista. It's also firing a cannonball rather than a bolt, so there's gonna be a helluva lot more momentum behind it. I think we can reliably assume it is dealing more damage than a ballista, and is optimistically in the "smash crystal to pieces" range rather than "repeatedly crack crystal".

We just need to make the balls shells, make them explode and fix the issues you mentioned.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on August 08, 2017, 01:08:46 pm
Well, in that case solving the reliability issues is the priority then. Can't wait to see the look on their faces when we're basically unstoppable at sea OR air.

Besides, we kinda need a new explosive for an explosive shell to be particularly effective.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on August 08, 2017, 01:24:24 pm
They're non-explosive, but they move at a much higher velocity.  So, it's a bit of a toss-up.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on August 08, 2017, 01:44:31 pm
I dunno. Remember when we got our first ballistae? They were unreliable too. They were still quite effective.

I feel like an accuracy upgrade should come first- though I agree that solving the reliability issues is important. Next turn's revision could easily also be applied to the Thundergun.

Thundergun Shells: Our knowledge of airflow tells us that a sphere is not the optimal shape for a projectile. Rather, a helmet-shaped projectile works better. Some relatively simple modifications to the Thundergun will allow it to fire these shells rather than only iron balls, increasing accuracy (and thus effective range). The shells themselves are solid cast iron- although the potential for the shells to carry payloads is recognised, we haven't the time to develop such things now. Besides, a solid lump of iron should do plenty by itself.

Alternatively, since we don't need a flat base to our shells on account of them being pulled by electromagnets, not pushed by explosives or ballista cables-

Teardrop Shells: See Thundergun Shells, only the shells are teardrop-shaped.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on August 08, 2017, 06:42:39 pm
Hey how do you guys feel about mini handheld versions of that device.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on August 08, 2017, 06:49:03 pm
We're going to want more reliable guns to miniaturise at least. Anyway, the lack of accuracy beyond extreme rage isn't an issue compared to the reliability. Between us already reducing their range, these cannons should be used as-is as anti-armour weapons. A solid iron cannonball crashing onto their crystal should definitely be enough to shatter it.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on August 08, 2017, 06:51:57 pm
I agree with you but in a few revisions we could easily make hand guns.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on August 08, 2017, 06:55:29 pm
Definitely.

Also, we may want to just skip conventional shells if at this stage; a large fin stabilised dart or arrow with that amount of kinetic energy would suffice for being an effective and accurate round.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on August 09, 2017, 03:20:10 am
Hmm. I worry that making the shells too complex might limit their availability. I want to make them out of cast iron, and I'm not sure that cast-iron fins will work- they may be too fiddly to make molds for, or they might be so brittle that they constantly break off. I mean, I'm no expert on metallurgy. If someone with more knowledge than me reckons we can do cast-iron fins, we absolutely should.

We really need magnetic adamantium. Then we could make our shells do whatever the heck we like.

Hmm. Maybe that should be next turn's design? Crazyabe has been advocating for attaining more control over adamantium's properties. With a design, we could make translucent adamantium, conductive adamantium, magnetic adamantium, and whatever other properties we might care to give it.
If we want to do that, then yeah, we shouldn't do shells this turn, since we'd be making them obsolete almost immediately.

In which case, we'd be doing something like

Reliable Lightning Bulbs: Investigating broken or burnt out Lightning Bulbs has revealed a number of common issues leading to their failure. We have called in the al-Chemists (with explicit instructions to bring absolutely nothing explosive or flammable into the city) to help us design a process to create the perfect alloys from which to construct the metal components- by achieving the right 'thermal expansion properties' matching those of the glass, the chance of breakages should be reduced.
Sudden surges of power are another issue that leads to burn-outs. These can be avoided by slowly increasing the 'voltage' (a term coined by the new class of electro-engineers) using a 'thermistor' (don't even worry about it).
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on August 09, 2017, 02:49:25 pm
I see a lot of proposals, but nor really any votes.
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on August 09, 2017, 02:54:57 pm
Quote from: VOTES
Reliable Lightning Bulbs: (1) Crazyabe
Thundergun Shells:
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on August 09, 2017, 03:00:00 pm
Quote from: VOTES
Reliable Lightning Bulbs: (2) Crazyabe, NUKE9.13
Thundergun Shells:
Fine, let's go for reliability first. Next turn, magnetic (among other things) adamantium, then adamantium shells.
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on August 09, 2017, 04:00:47 pm
Quote from: VOTES
Reliable Lightning Bulbs: (3) Crazyabe, NUKE9.13, SMMI
Thundergun Shells:
Fine, let's go for reliability first. Next turn, magnetic (among other things) adamantium, then adamantium shells.

Sure
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on August 09, 2017, 04:24:04 pm
Quote from: VOTES
Reliable Lightning Bulbs: (4) Crazyabe, NUKE9.13, SMMI, Kashyyk
Thundergun Shells:

All aboard the vote train! Toot toot!
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on August 10, 2017, 10:31:17 am
Revision: Reliable Lightning Bulbs [6]

After spending some time refining them, we manage to perfect these bulbs to prevent them from burning out too quickly.  They will still eventually fail, but they should be able to run continuously for weeks before that occurs.  We also apply this bonus to the regular "Lightning Bulbs", which can now draw a small amount of power from a thunderbolt wand to generate light.  Crews have taken to hooking up a lightning bulb to a 36-battery pack to illuminate the darker areas of the ships at night (though the battery pack is usually depleted by morning).  Additionally, we develop a small device that will limit electricity by "resisting" the incoming flow.  We're still trying to figure out how to make this invention useful, but we will surely figure out a use soon enough.

Where do we deploy al-Mutriqa this year?
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on August 10, 2017, 10:39:42 am
I suggest to the Jungle-Taiga border. The more pressure we can put on their homelands, the less pressure we will receive from them.

Quote from: Al-Mutriqa
Jungle: (1) Kashyyk
Mountains:
Plains:
Sea:
Somewhere else?
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on August 10, 2017, 02:32:19 pm
Jungle sounds good.

Quote from: Al-Mutriqa
Jungle: (2) Kashyyk, NUKE9.13
Mountains:
Plains:
Sea:
Somewhere else?



Whilst we wait, a proposal for next turn's design- assuming that nothing more important comes up, of course.

Najimfalaz (Star Metal): The forge-imams have long laboured over the holy metal, Adamantium (or Adamantine, depending on who you ask). They have learnt to modify its hardness and temperature, and to shape it into almost anything we could desire. Yet, can this truly be the limit of our abilities? The nature of god is infinite; no aspect is beyond Him. Why should the holy metal be any different?
Curiously, it is from that oldest of sources, the Divination Spellbook, that inspiration came. Aforementioned tome speaks at great lengths of the power of the stars, and their myriad influences on our lives. Amongst their number, uncountable by all but the Divine, exists one for every situation, every aspect. If we could impart the power of a specific star into a metallic substance, we could create nigh infinite varieties- and by combining stars, an infinity more.
For many a night the forge-imams sat beneath the stars, intoning lengthy prayers modelled after those needed to summon Adamantium, whilst also calling upon the power of the celestial lights. Many a night was fruitless, with naught to show for their efforts. Other nights, noxious sludge was what came forth. Often, what they summoned resembled regular adamantium, having no special properties.
But after months of trying, as their prayers grew ever longer and more complex, it came to pass that they summoned forth a bar of a golden metal, shining brighter than adamantium- indeed, shining with the brightness of a star. And when said metal was tested, and revealed to be attracted by Maghnatism, their praises to god lasted throughout the night, until their voices failed them.
In subsequent nights, they summoned forth more and more varieties of what they came to refer to as 'Najimfalaz', or 'Star Metal'. The Maghnatic variety was joined by a 'Conductive' variety, that carries Kahrab with an efficiency as good as (if not better than) copper- Hayat herself has claimed the first bars for her experiments. Glassmakers rued the night they summoned transparent metal, whilst aviators clamoured to have 'Wind-screens' installed on their skiffs. Razor-sharp, hard as diamonds, soft as butter, flexible, inflexible, hot, cold- there are as many varieties as there are stars (more, if stars are combined), though each requires a slightly different prayer.
The proof of concept is impressive. All that remains is to condense the prayers into more practical versions, and disseminate them to every smithy in the country. (see addendum for which varieties we are most interested in)

Obviously being able to make literally anything would be busted- thus the caveat of needing to make separate prayers for each variety. How many varieties we get will depend on how well we roll, I think, so we should list what we want in order of importance. I've put down a few suggestions- feel free to suggest others, or argue for one variety being more important than another.

Najimfalaz Addendum: In order of priority, the varieties we want are:
-Magnetic
-Transparent
-Conductive
-Hard
-Sharp
-Resistive
-Dense (heavy)
-____
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on August 11, 2017, 01:36:04 pm
Within that list I'd also add 'Dense' or 'Heavy', for increased momentum for cannon shells, but that can go near the bottom so long as they aren't all light as leather.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on August 11, 2017, 08:53:33 pm
Combat for 946

Moskurg makes the first fumbling steps towards modernizing their antique ballista artillery to something that can compete with Arstotzka's magically powered cannons.  Named the "Thundergun" after the thunderous *crack*-ing noise it makes when fired, this new artillery piece is essentially an over-sized coilgun.  Firing round iron slugs out of a greased Adamantium barrel, it uses three dozen sequenced copper coils along the twelve foot muzzle for propulsion via a phenomenon known as the "Hayat Effect".  The cannon uses thirty-six Wands of Thunderbolt packed into a single cartridge and an open-latch loading breech, and the timing mechanism is controlled via vacuum tubes (also invented by Hayat).  The gun can reach out to BLOS+1, but is inaccurate (even with Lucky Strike) beyond Extreme Range - likely due to the unaerodynamic ammo and smooth-bore barrel.  Both their design phases were spent getting a working prototype and a functional unit they can put out on the field, and the revision was spent making sure it wouldn't break every time it fired.  It doesn't quit obsolete ballistas just yet, as it can't fire unique ammo, hit accurately, or be moved easily, but it has plenty of promise.

Arstotzka similarly spends this year trying to match their opponents area of expertise.  Their Avenger has been given plenty of care and attention this year, with a brand-new design known as the Lightning.  Fast, stable(-ish), and cheaper than its predecessor, it uses a brand-new magical energy generator known as the Aether Reactor.  Unlike the previous generation Reactor, it doesn't explode quite as violently, and manages to output more energy for the same volume via an ingenious radial-battery design.  The turret has been upgraded from 14 mm's to 20, giving it considerably more punch.  It's still single-fire and unpowered, but it does draw energy from the reactor so that a mage isn't required to operate it.  In fact, it can be operated entirely by non-mages!  The first design was spent making the generator, the second was spent making the Lightning, and the revision was spent upgrading the propulsion system to improve acceleration.  They once again elect to not spend their expense credit.



The border between the Taiga and the Jungle sees the most pitched fighting this year, and most of it occurs above the tree tops.

Moskurgs new cannons are...difficult to place.  More inaccurate than ballistas but with more range, it is used primarily on the ground to do the exact same thing Arstotzka has done to Moskurg for the past few decades; barrage enemy lines from an untouchable distance.  The round iron spheres don't really do much damage, though - they're too inaccurate to reliably hit enemies (even with Lucky Strike) and near-misses are non-fatal since the ammo doesn't explode.  The miserable range on teletalk wands means it can be difficult to get real-time feedback on barrage accuracy, which surprisingly makes Arstotzkas flare system more useful in this case.  Even worse, each cannon goes through a heavy 36-pack of Thunderbolt Wands in addition to every cannonball fired, and much in the same way Arstotzka suffered from supply issues when their HA1 went to the field Moskurg is unable to barrage non-stop.  Still, it's a longer stick than anything Arstotzka has, and even if they can't fire it all the time, or accurately, they can at least fire it without mages - something Arstotzka has been struggling with for decades and Moskurg figured out in a year.  Compared strictly to the HA1-b "Mundane", it's a little better since it can fire more often (provided it has available ammunition) and can hit further.

Arstotzkas new Lightning has made the Phoenix impossible to use at all.  The 20 mm gun can knock out engines pretty easily, and it has enough handling that it can get into position for the gunner to fire off multiple rounds.  There's even enough of them that they can do more than single strike missions, but Moskurgs Skyskiffs still outnumber them.  Sadly, the Lightning doesn't fulfill the "dogfighter" role as envisioned, as the turret doesn't track targets fast enough nor even fire more than once every six seconds.  Skyskiffs (or even lone "carpet" riders) can reliably knock out a Lightning if they can get close enough.  The Lightning has better range and better speed, but can't hit the small Skyskiffs.  The Skyskiffs have better killing capabilities, but their primary offensive ranged armament is the short-ranged Thunderbolt Wands and the pilots can't operate at the high speeds the device is capable of due to the open-cockpit design (and utter lack of seatbelts).  Moskurg can usually drive off Lightnings, since the Lightning can't operate in groups thanks to Moskurgs weather control and they're still outnumbered by the Skyskiff.  The Skyhawk must operate in tandem with numerous defensive fighters, but it can at least take a couple hits before going down and still operates in a slightly reduced capability.

Arstotzka still controls the ground thanks to their superior infantry.  Their Protector is still garbage and useless in the uneven and densely-forested terrain, so troops can't use it as cover during melee advances.  The Zephyr helps make up the difference in infantry combat, and as always is extra effective thanks to the heavily forested area with plenty of debris to throw around.  Without the ability to land troops behind enemy lines and with al-Mutriqa leading the charge against them, Arstotzka is once again forced to cede ground to the southern invaders.  Their Lightning gives them a foothold in the air, but until their ability to actually dogfight is addressed they'll continue to be beaten back at every turn.  Similarly, Moskurgs artillery will need to address supply issues and lack of ammo types before it can be a major player on the ground, and more importantly it'll need to be miniaturized and made more accurate before it can be used by the troops on the ground or by the skiffs in the air.

Moskurg regains a foothold in the Taiga.


Air power and artillery render infantry less useful in the plains. 

Moskurgs artillery can hit the furthest, dictating the distance between trench lines.  It's not accurate enough to hit anything in the trenches, but it can keep Arstotzka's artillery at bay which is a prize all on its own.  The Skyhawk still rules the roost when it comes to picking and chipping away at enemy lines, and Moskurg can more reliably bomb enemy emplacements from the air.  Arstotzka returns the favor as best they can, but the Lightning doesn't have bomb mountings and the more primitive Avenger must be used, when they can even reach enemy lines.  The Zephyr doesn't do much, nor does the Phoenix, but the HAC-1 likewise has little use here.  Moskurg ultimately has the advantage with their air and artillery advantage, and the fact that they control the coastlines means they push Arstotzka back another section and continue their creep north.

Moskurg gains a section of the Plains.


The Thundergun is hard to use in the mountains, much like the HA1 was.  Too large and heavy to move easily, it's regulated primarily to airships and the ballista is used on the ground.  Stone fortresses are little more than piles of gravel from the constant bombardment, and rain makes everyone miserable this high up.  Life is lightning blasts, bombing runs, artillery barrages, and scrambling from one wet rock to another.  The Lightning, frustratingly enough, can't aim downward, so its ground support role is non-existent.  Moskurg's Skyskiffs are better suited for supporting infantry advancements up rockey trails, though the fact that Arstotzka has had time to dig in does not bode well for the tired troopers.  HA1's hit pre-designated choke-points and slaughter dozens, only to be hit immediately after by Moskurg air forces.  Skyhawks move carefully between mountain peaks, only to be ambushed by Lightnings that are then immediately driven off by Moskurg Skyskiffs.  Melees on the ground usually go to Arstotzkans, who favor ambushes with their single-shot R1's.  Arstotzka knows these mountains far better than their southern neighbors, and it shows.  The fighting is brutal, grueling, and non-stop. 

Arstotzkas pushes don't go so well, either.  Without Close Air Support they can only fight (and lose) short battles with Moskurg air forces, and most of their Mages go back to standing in with troops to throw fireballs at Moskurgers when battles do happen.  When Skyskiffs appear over head, however, all they can do is hide and hope they run out of ammo soon.  Their crystal armor does a fair job at protecting them against most forms of injury, making it require multiple Thunderbolt strikes or firestorm grenades to knock them out of the fight.  Myark fights hard, and is really the only one who can knock enemy pilots out of the sky by hitting them with an R1 during a banking maneuver.  It's not much, but every little bit helps.

Ultimately, though the two sides are roughly even.  After a year of combat, however, [heads=Moskurg, tails=Arstotzka: tails] Arstotzka manages to bleed Moskurg dry enough that they push the invaders back down the slopes.  It was a close fight, and though they won Arstotzka only managed to do so by the skin of their teeth.

Arstotzka has regained the Mountains.  If they hold it for a year, they may exploit it for resources.


In the frozen northern seas, battles are fought and won in the air.

With ships regulated to mostly support, Arstotzka and Moskurg air forces slug it out in viscous dogfights.  If Arstotzka can take out airships, then Moskurg Skyskiffs have nowhere to land and will eventually go into the water (and quickly freeze to death).  If Moskurg can knock out enough Lightnings, then Arstotzka will have no way to defend themselves against the airships overhead.  Arstotzkas Lightnings are faster, so they can more reliably penetrate Moskurg perimeters.  Killing the airships takes time, however, so Moskurg can often catch up and start blasting the Lightnings out of the sky.  It's fairly even, but eventually [heads=Moskurg, tails=Arstotzka: heads] Moskurg shows their superiority on the high seas air and pushes Arstotzka back another section of coastline.  It's a close fight, and Moskurg airships are pretty ragged by the time the fighting is over.

Moskurg gains a section of shoreline in the Northern Seas


REVISION CREDIT!!!

As both sides advance their knowledge in the magical (or non-magical) arts, their ability to produce wondrous works that bend nature to their will has grown.  From now on, both sides will gain a permanent additional revision credit each year.  This credit can not be saved and is subject to the same bonuses and maluses as a normal revision.


ESPIONAGE CREDIT!!!

The years of war have begun taking its toll on Arstotzka.  Cracks in the design team have become very noticable, and after plenty of forewarning infighting has occurred.  A defector has come to the Moskurg design team, seething with anger.  The growing factions in Arstotzka threaten the Kingdoms very existence, and this individual sees Bjorn as too weak of a leader to continue on after the King has passed.  He comes to Moskurg asking only that once the war is over and Bjorn lies dead they will remember his Clan as one of those who sided with Moskurg, once it comes time to divide up the conquered kingdom.  Moskurg gains an Espionage Credit this year.


It is 947, the Design Phase.

Spoiler: State of Forenia, 947 (click to show/hide)

Spoiler: Moskurger Spells (click to show/hide)



Behavior Rules.  Please Read.
Spoiler (click to show/hide)
Title: Re: Wands Race - [Moskurg]
Post by: somemildmanneredidiot on August 11, 2017, 10:07:41 pm
Plan: Fuck Arsty Everyday
Design: Full Property Control of Adamantium: Magnetic, Opulencity, Density, the works. The Starmetal design.
Revision: Cheaper Skyhawks: They're faster, so we'll outnumber them, better securing our air advantage which turns the Seas back into solidly our favor and should set us up so that we make advances even when they deploy their wizard (them having a coin flip even though they deployed their hero unit feels good, even if we lost the coin flip).
Revision: Explosive Coilgun Spikes: Increased accuracy plus booms equal an excellent time. Made of Adamantium if the design goes well.
Espionage Credit: Bank it. We shall use their salt to lay the final blow upon their neck.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on August 11, 2017, 11:37:28 pm
We're going to need a new explosive if we want our shells to be effective when exploding. Alternatively, we can use fin stabilised rounds which rely on the kinetic energy to kill a target. For which, we're going to need a better portable power storage solution than thunderbolt wands. So we either need to develop a new explosive component to put in the shells AND get a coilgun that can stabilise the flight of said ammunition

As for the the espionage credit, a little messing up their avengers wouldn't be amiss; we're three battles from victory and sabotaging their aircraft would give us the time needed to develop better dogfighters. We crush their navy and they are DONE for.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on August 12, 2017, 02:09:46 am
Copy-pasting from my post above:

Najimfalaz (Star Metal): The forge-imams have long laboured over the holy metal, Adamantium (or Adamantine, depending on who you ask). They have learnt to modify its hardness and temperature, and to shape it into almost anything we could desire. Yet, can this truly be the limit of our abilities? The nature of god is infinite; no aspect is beyond Him. Why should the holy metal be any different?
Curiously, it is from that oldest of sources, the Divination Spellbook, that inspiration came. Aforementioned tome speaks at great lengths of the power of the stars, and their myriad influences on our lives. Amongst their number, uncountable by all but the Divine, exists one for every situation, every aspect. If we could impart the power of a specific star into a metallic substance, we could create nigh infinite varieties- and by combining stars, an infinity more.
For many a night the forge-imams sat beneath the stars, intoning lengthy prayers modelled after those needed to summon Adamantium, whilst also calling upon the power of the celestial lights. Many a night was fruitless, with naught to show for their efforts. Other nights, noxious sludge was what came forth. Often, what they summoned resembled regular adamantium, having no special properties.
But after months of trying, as their prayers grew ever longer and more complex, it came to pass that they summoned forth a bar of a golden metal, shining brighter than adamantium- indeed, shining with the brightness of a star. And when said metal was tested, and revealed to be attracted by Maghnatism, their praises to god lasted throughout the night, until their voices failed them.
In subsequent nights, they summoned forth more and more varieties of what they came to refer to as 'Najimfalaz', or 'Star Metal'. The Maghnatic variety was joined by a 'Conductive' variety, that carries Kahrab with an efficiency as good as (if not better than) copper- Hayat herself has claimed the first bars for her experiments. Glassmakers rued the night they summoned transparent metal, whilst aviators clamoured to have 'Wind-screens' installed on their skiffs. Razor-sharp, hard as diamonds, soft as butter, flexible, inflexible, hot, cold- there are as many varieties as there are stars (more, if stars are combined), though each requires a slightly different prayer.
The proof of concept is impressive. All that remains is to condense the prayers into more practical versions, and disseminate them to every smithy in the country. (see addendum for which varieties we are most interested in)

Obviously being able to make literally anything would be busted- thus the caveat of needing to make separate prayers for each variety. How many varieties we get will depend on how well we roll, I think, so we should list what we want in order of importance. I've put down a few suggestions- feel free to suggest others, or argue for one variety being more important than another.

Najimfalaz Addendum: In order of priority, the varieties we want are:
-Magnetic
-Transparent
-Conductive
-Hard
-Sharp
-Resistive
-Dense (heavy)
-Volatile (reacts explosively with water)
-____

Taricus: It's a long shot, but I added volatility to the list of properties we want. We could just fire lumps of alkali barely coated with wax or something. I mean, it's a property some metals have. Why shouldn't we be able to make it happen?

The Espionage Credit we hang on to, for now. It will be best employed to deal the coup de grace.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on August 12, 2017, 02:19:34 am
I'm totally okay with Star Metal as a design. Some would say it's overdue, but it's definitely worth getting now.

Quote from: Votes
(3) Star Metal: SMMI, NUKE9.13, Kashyyk

Title: Re: Wands Race - [Moskurg]
Post by: Taricus on August 12, 2017, 02:35:45 am
I think we're better off not using adamantium for the explosive component; just a little too risky on that front. Same with conductivity and the like as we don't want to accidentally electrocute our own soldiers (Though at the very least, adding that in means we can make the material non-conductive).

Furthermore, a good explosive is one that detonates with large amount of force compared to the material amount; reactivity in water it'sd exactly conductive to that. Ideally we'd use it as an explosive by use of either mechanical force or a smaller explosive charge.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on August 12, 2017, 03:12:03 am
...we wouldn't be making the metal have all properties at once. That would be stupid.

Also, yeah, a proper explosive would be better, obviously.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on August 12, 2017, 03:18:33 am
Yeah, And I'd support the new material regardless.

Anyone up for possibly making rockets after getting the new shell for the railgun? Those should give us a long range punch and spread massive fires everywhere.
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on August 12, 2017, 04:11:23 am
Quote from: Votes
(4) Star Metal: SMMI, NUKE9.13, Kashyyk, Crazyabe
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on August 14, 2017, 09:59:17 pm
Design: Star Metal [2+1, 3+2, 3+1]

Named after the heavens above, Star Metal is a variant of our existing Adamantium with further modified properties.  First and foremost is the ability to forge iron in with the metal, allowing it to experience the "Hayat Effect" just as keenly as steel or copper.    Second is the ability to render the metal as clear as pure water by melding in molten glass.

These are the only advancements we were able to produce this year, as the smithing process is becoming more and more time consuming.  Sadly, when forged with iron or glass, the Star Metal gains a brittle nature - not quite as brittle as the material it was forged with, but it is no longer as strong as pure Adamantium.  The Star Metal requires an enchantment and forging process that renders it Expensive.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on August 14, 2017, 10:26:03 pm
At least we got the basics. We're going to need another design that allows adamantine itself to take those properties, or at least acquire other properties.

We need indestructible cloth adamantine so our soldiers can wear robes of awesomeness. It's all part of the plan, you understand.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on August 14, 2017, 10:35:50 pm
Anyone want to try revising up some larger grenades that are called bombs and meant to be tossed off the side of an airship from high above?
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on August 14, 2017, 11:13:25 pm
Balls of Fire

By adding a second layer of metal to protect the innards of the bullet shot by the Thundergun, Moskurg has been able to add Alwathnayu Mukafa'a to the cannon balls.
Once the cannon ball strikes resistance it causes a huge explosion. To further aid their course, the cannon balls have a more aerodynamic shape.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on August 15, 2017, 05:13:49 am
Fire and Thunder
New teardrop shaped shells created from star metal have been created for the thundergun. Within each shell is the explosive "Alwathnayu Mukafa'a" mixture. This, explosive, combined with the brittle nature of the metal will cause the shell to launch razor sharp shards in all directions upon impact and detonation. As the acceleration within the gun is smooth (albeit rapid), and does not involve an uncouth explosion like an Arstostzkan cannon there should be no risk of the shell breaking within the weapon.

Pretty much Detoxicated's suggestion, but more indepth.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on August 15, 2017, 06:48:54 am
Yeah, alright. Fire and Thunder has my vote.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on August 15, 2017, 08:45:00 am
Is there a reason that you're stealing MY thunder with another Fire and Thunder revision?
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on August 15, 2017, 12:55:10 pm
Can we get a vote box, please?
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on August 15, 2017, 01:00:53 pm
Quote from: Votes!
Fire and Thunder (Version 2, I guess?): (3) Madman, NUKE, Kashyyk
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on August 16, 2017, 10:32:55 am
Revision: Fire and Thunder (Version 2: Electric Boogaloo): [1]

The teardrop-shape tends to jam on firing; apparently one of the reasons our weapon was inaccurate in the first place was because the round shell started to roll in the barrel when fired, causing it to curve off one way or another.  Since the tear-drop shape sits unsymmetrically in the firing chamber to begin with and the round cros-section still permits partial rolling, it will twist almost immediately and jam.

We fail to get the explosive to detonate on impact, as well; the burning rag we usually use tends to go out, and even when it doesn't the shell doesn't always break apart when striking the ground, giving it no way to ignite.  And even if the rag doesn't go out and the shell does break when hitting the ground, the explosion doesn't send shrapnel flying everywhere as we would want it to.

The design simply doesn't work, but at least we get a bit of experience dealing with this sort of thing.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on August 16, 2017, 10:44:47 am
:/

Revision 2, then.

So, here's where I would suggest the same again and joke about how original I'm being.
...but the problems listed are actually real problems that need solving, which we can't do by just bashing our heads into the wall. Namely:
-Weapon Jamming: Okay, this one's pretty easy to fix.
-Lack of Detonator: Low tech isn't working. Someone come up with a way to do this magically, stat.
-Shell not breaking: Solved by making the detonator light the explosives without needing the shell to break.
-Lack of Explosive Power: I think the solution may be more magic; our attempts at non-magical explosives have not yielded impressive results.

So, I'm going to suggest we actually... leave out the explosive part for now. I know, I know, explosive shells would be really nice. But if we focus on one thing at a time we'll get better results, and I think we may need to spend another design on creating better explosives rather than half-assing it in a revision.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on August 16, 2017, 10:49:49 am
Well, at least we know our regular explosives won't work with the new gun. So revision two; finned darts for the gun?
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on August 16, 2017, 10:54:47 am
The jam is very straight forward to fix. Just make it a standard shell shape rather than a fancy teardrop. A detonator can be achieved magi-canically by having a simple "slapper" plate on the nose of the shell. When this plate depresses  due to contact with something, it will trigger an electrical igniter via WoT to detonate whatever explosive we end up using. To make the shell safe for transport we could have the WoT transported separately and inserted into the shell before firing.

This should at the very least fix our accuracy and have some dubiously explosive results. Better explosives can substituted later.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on August 17, 2017, 10:24:52 am
I don't really see any votes.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on August 17, 2017, 10:26:50 am
Yeah... People seem to have tailed off.

Quote
[1]Fix the Shells[/urk] : Kashyyk
 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7537798#msg7537798)
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on August 17, 2017, 12:39:41 pm
Quote
[2]Fix the Shells (http://www.bay12forums.com/smf/index.php?topic=163276.msg7537798#msg7537798) : Kashyyk, NUKE9.13

Sorry about that.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on August 17, 2017, 04:58:07 pm

Quote
[3]Fix the Shells (http://www.bay12forums.com/smf/index.php?topic=163276.msg7537798#msg7537798) : Kashyyk, NUKE9.13, detoxicated

Sorry about that.
[/quote]
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on August 17, 2017, 05:32:58 pm
Revision: Fix the Shells [5+1]

The tear-drop shape was a clever, if ultimately unsuccessful, idea.  The instability during firing is remedied by making the body of the shell longer and more cylindrical to more closely hug the walls of the barrel.  The nose is made more pointed to cut through the air, and the pointed tail is given a circular "hoop" around it to help prevent the shell from wobbling in the air.  This should allow the shell to fly through the air more accurately and prevent jams on firing.

The embarassingly obsolete "flaming splint" ignition functionality is replaced by an "ignition cap".  Transported separately from the shell itself, the ignition cap is a Wand of Thunderbolts hooked up to a mechanical switch.  When ready to fire, the cap has the Wand inserted, the safety is deactivated, and the ignition cap is carefully inserted into the hollow nose of the shell.  The cap is then latched into place with three external clasps (screw-in caps were considered and rejected, as our smiths can not reliably create universal screw joints with a tight enough tolerance since our metalworking is still done all by hand).  This set up takes some time, and once armed the shells are very dangerous (artillery crews are advised to set up a minimum of 20 meters apart from one another), but they explode reliably every time and typically don't jam. 



Where do we send al-Mutriqa?

What do we do with the Espionage Credit?
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on August 17, 2017, 05:55:06 pm
Excellent. This will put a serious dent in their artillery advantage and will hopefully be a massive shock to them.

I'd push for sending al-Mutriqa to the Taiga again.

I'd also suggest stealing either their magic generators or their rifles. Or we could hold onto it for the coup-de-gras as suggested last time.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on August 18, 2017, 03:00:05 am
Personally I'd go for their magic generators and see if we can rework them to automatically charge our wands, that way we won't need magic users to make the wands of thunderbolts almost all our good stuff depends upon these days. Then if we can get the wands usable by anyone we could see if we can get them cheap enough to hand out to everyone...
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on August 18, 2017, 03:26:50 am
Their magic generators are the work of heresy. Magic comes from God, not from mortal contraptions.
...although. It may be possible to modify them into... prayer wheels, sort of thing, and use that to generate magic.
Our plan to save it for the coup de grace relied on us continuing to make progress- since we gotten beaten back from the Taiga, we shouldn't assume we're going to steamroll them any time soon.

Anyway, you're suggesting something like this, I guess:

No Such A Thing As A Free Spell: The turncoat Arstotzkan knows many secrets, though the Arstotzkans' reliance on 'Mathematics' (a nonsense word made up to describe their heretical behaviour) means he cannot replicate many of the things he has seen without the aid of a 'Mathematician'. However, he did bear witness to their (weak, foolish) young heir's presentation on mana generation, and worked on the subsequent projects to make that heretical notion a reality. By having him write down all he knows- combined with the seizure of captured (albeit destroyed by their operators before surrendering) Arstotzkan equipment, we have been able to piece together the basic theory behind 'Free Magic'.
Obviously, the Arstotzkan method is heretical, and will require modification to work with proper holy magic.

I'm not 100% sold. We don't seem to have any problems creating and distributing vast quantities of WoTs, which can also be used by mundane troops. But I guess it might be interesting. Especially if we could make them power our adamantium jets. Do I hear mundane fliers? (Probably not)
I think I'd prefer something like this, though:

Crystal Cracking Crimes: The turncoat Arstotzkan worked primarily in their 'Crystal Foundry', or whatever they call it. He knows all there is to know about crystal and its properties. Unfortunately, replicating it would rely on heretical Arstotzkan magic, which we have little interest in learning. However, he can tell us all about its weaknesses, allowing us to make spells and weapons targeting said weaknesses.
And we're not talking about little things, here. We're talking about fundamental knowledge of the crystal's basic structure- the sort of thing that could not easily be changed.

Giving us a bonus to anti-crystal tech.

Quote from: Votes
Send al-Mutriqa to the
Taiga: (2) Kashyyk, NUKE9.13

Espionage Credit:
SATAAFS:
CCC: (1) NUKE9.13
Save It:
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on August 18, 2017, 03:34:10 am
My theory is that somewhere in the depths of Moskurg we have a sweatshop full of apprentices crafting these things. If we created a factory from those magic generators, we could have it maintained by civilians, output way more WoT (hopefully meaning that any number of WoTs as components will never increase expense) and free up those apprentices for other things.

Also means we could mass produce them and hand them off to mundane troopers. Everyone and their mother will get WoT in our army. We just need to work on a way to reliably volley fire them, and we'll beat Arstotzka at their rifle game.

You know what, I've actually convinced myself.
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on August 18, 2017, 03:35:49 am
Quote from: Votes
Send al-Mutriqa to the
Taiga: (3) Kashyyk, NUKE9.13, Crazy

Espionage Credit:
SATAAFS:
CCC: (2) NUKE9.13, Crazy
Save It:
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on August 18, 2017, 08:14:09 pm
Quote from: Votes
Send al-Mutriqa to the
Taiga: (4) Kashyyk, NUKE9.13, Crazy, Madman

Espionage Credit:
SATAAFS:
CCC: (2) NUKE9.13, Crazy
Save It:
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on August 19, 2017, 03:39:41 am
Quote from: Votes
Send al-Mutriqa to the
Taiga: (4) Kashyyk, NUKE9.13, Crazy, Madman

Espionage Credit:
SATAAFS: (1) Kashyyk
CCC: (2) NUKE9.13, Crazy
Save It:
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on August 19, 2017, 08:18:12 am
Quote from: Votes
Send al-Mutriqa to the
Taiga: (4) Kashyyk, NUKE9.13, Crazy, Madman

Espionage Credit:
SATAAFS: (1) Kashyyk, Happerry
CCC: (2) NUKE9.13, Crazy
Save It:
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on August 19, 2017, 08:29:12 am
Quote from: Votes
Send al-Mutriqa to the
Taiga: (4) Kashyyk, NUKE9.13, Crazy, Madman

Espionage Credit:
SATAAFS: (1) Kashyyk, Happerry
CCC: (1)  Crazy
Save It: (2) SMMI, NUKE9.13
I just realised I was reading the wrong turn. We did make progress in the Taiga this turn, and so we should save the credit for the coup de grace. SMMI on the Discord agrees.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on August 19, 2017, 08:34:32 am
Quote from: Votes
Send al-Mutriqa to the
Taiga: (4) Kashyyk, NUKE9.13, Crazy, Madman

Espionage Credit:
SATAAFS: (1) Kashyyk, Happerry
CCC: (2)  Crazy, Madman
Save It: (2) SMMI, NUKE9.13
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on August 19, 2017, 08:49:26 am
Quote from: Votes
Send al-Mutriqa to the
Taiga: (4) Kashyyk, NUKE9.13, Crazy, Madman

Espionage Credit:
SATAAFS: (1) Kashyyk, Happerry
CCC: (2)  Crazy, Madman
Save It: (3) SMMI, NUKE9.13, Taricus
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on August 19, 2017, 10:43:49 am

Quote from: Votes
Send al-Mutriqa to the
Taiga: (4) Kashyyk, NUKE9.13, Crazy, Madman, Detoxicated

Espionage Credit:
SATAAFS: (2) Kashyyk, Happerry
CCC: (3)  Crazy, Madman, Detoxicated
Save It: (3) SMMI, NUKE9.13, Taricus
[/quote]
Title: Re: Wands Race - [Moskurg]
Post by: Atomic Chicken on August 19, 2017, 05:27:33 pm
Quote from: Votes
Send al-Mutriqa to the
Taiga: (5) Kashyyk, NUKE9.13, Crazy, Madman, Detoxicated

Espionage Credit:
SATAAFS: (2) Kashyyk, Happerry
CCC: (3) Crazy, Madman, Detoxicated
Save It: (4) SMMI, NUKE9.13, Taricus, AC
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on August 20, 2017, 11:51:08 pm

Combat for 947

Arstotzka makes progress reverse-engineering Moskurg's Lucky Strike into their own variant, named "HonestStrike".  It's modular, and can be slotted in and out of weapons to improve the long-range accuracy.  It's Very Expensive, and requires the user to loudly praise Allah with each shot, but it makes the R1 rifle accurate out to Extreme Range for their Mage Hunters; an improvement over the Medium-Range accuracy that the gun had previously.  They had to spend one revision making it cheaper, but the other revision was spent improving their turrets.  The Lightning now uses a modified version of their Blastballs spell to pneumatically power the rotation of the clear-crystal turret using a spherical control like in the cockpit.  This allows them to turn the turret smoothly, quickly, and allow them to track targets more easily.  The guns are all still limited by their bolt-action reloading sequence, but it's a step towards modernization.  They chose not to spend their Expense Credit.

Moskurg has spent their design getting their Adamantium closer to the same versatility that Arstotzka enjoys from their crystal.  Named "Star Metal", they've devised a way to give the metal ferrous capabilities and glass-like transparency.  They were unable to get control over the seven other traits they wanted, and the Star Metal is noticeably more brittle than standard Adamantium.  For their revision they attempted to give their Thundergun better ammunition, but didn't get a working version.  For their second revision they tried again, and did better.  Their induction cannons now use a pointed shell that is a mix between an artillery shell and a modern bomb.  It uses a circular hoop on the tail to keep it straight and the shell uses a blast-cap made out of a pressure switch and a Wand of Thunderbolts; it must be latched into place since Moskurg metal-priests can't make screw threads with a tight enough tolerance.  They chose not to spend their Espionage Credit.



The Taiga sees some of the most pitched fighting thus far in the war, so we will change things up and start with the Mountains this report.

Moskurg relies heavily on their air power to shell distant strongholds and artillery nests to clear the way for their ground troops, since they're becoming increasingly rubbish against Arstotzka in a straight melee.  This is exacerbated by Arstotzka's new powered turrets, which make fly-by assaults on Skyhawks more common.  The ability for the guns to rotate smoothly and track targets evenly makes it easy to hit the large and mostly-immobile floating artillery platforms and knock them out of the sky.  Moskurgs Skyskiffs do their best, but they can't go as fast as a Lightning at max speed, and their ability to fight is limited solely to short range due to the limited range of the Wands of Thunderbolt and the fact that they have no other offensive air-to-air weapon.  They can't catch Lightning's either, since the pilots can't see before they even reach max speed.  Then, with the the ability for the Lightning to track targets more easily, they start finding their own fighters getting shot down.  For the very first time, Arstotzka is on par in the air.

That being said, Arstotzka still struggles to project their air power when it comes to supporting their troops on the ground.  The inefficient previous generation fighter is the only one that can drop bombs, and it's easy prey for Skyskiffs.  However, all of Moskurgs air forces can hit ground troops, whether it's a Skyskiff dropping grenades on troops walking up and down the cliffs or Skyhawks shelling enemy positions from far away; not that it's needed for that.  While the air-borne artillery platform is handy, the invention of shaped ammo for the Thundergun makes their ground-based artillery accurate enough to thoroughly out-range Arstotzka.  Much like the air, the artillery game has begun to favor the other side.  The explosive ammo is less useful in the rocky terrain where there's plenty of cover, but it still a deadly tool.

Perhaps the biggest, newest factor in the Mountains is Arstotzka's HonestStrike modules.  Snapped into the R1 rifles that the elite Mage Hunter troops use, it makes trudging up any slope a deadly affair for Moskurg troopers.  Ambushes are common, and the accurate, deadly, and sneaky weapon rules the mountain peaks.  The only downside is that the ambushers always prelude their attacks by loudly declaring their love for Allah, which kind of gives away the surprise of the attack to some extent.  With the loss of total air superiority and Arstotzkas new "Super Accurate Guns For Shooting Long Distances That You Can Hold" (also referred referred to as "Sniper Rifles" by some of the users) Arstotzka manages to keep the southerners from stomping back up the mountain side.  By using the natural high ground from the mountains, they press into the desert.

Arstotzka gains a foothold in the Desert.


Artillery makes all the difference in the Plains to the east.

As it has for every year since Moskurg brought ballistas to battle, artillery decides who advances in the plains.  The Thundergun is now accurate enough to shell enemy trenches, although only out to Beyond Line of Sight.  It can hit out to BLOS+1, but accuracy drops off at that range and without the exploding shells it would barely be a factor beyond determining the distance between trench lines.  Still, that doesn't stop Arstotzka Anti-Mages from crawling across the lines in suits made of grass and dirt to use their new, more accurate guns.  They can reliably hit at only Extreme Range, and the Mage Hunters go without armor to reduce their noise and profile, but it is enough to keep Moskurg soldiers from lifting their heads over the edge of the trenches.  At least for Moskurg the trenches are nice and dry; for an Arstotzkan soldier crouched in the trenches criss-crossing the land ahead of their Towers of Frost, "dry" is a foreign concept.  It rains non-stop, and during the winter it snows. 

When it comes time to move across no-mans land, Moskurg must stockpile ammo for a few weeks before hand.  Then, they shell non-stop for days preceding the assault, and finally use close air support to cover their men as they charge across the blasted landscape.  Arstotzka attempts similar tactics, but their inferior bombers and artillery range means they must rely almost entirely on the superiority of their troops to win the engagement.  It's not enough; especially considering Moskurg rules the coast and can raid their backfield with impunity.  Trains frequently don't arrive with much-needed ammo, troops, and weapons.  The fact that Arstotzka can afford to liberally reinforce their lines with HAC-1's and R1 rifles is their greatest asset in this theatre, but they can't exactly use that to advance and when they're getting attacked both from the front and back their single-fire guns can't keep the enemy away.  The Protector, which has struggled for years with fragile wheels, primitive transmissions, and obsolete weapons, can't even be used to protect troops part-way across the field like it had before.  Thunderguns rip them to shreds with artillery barrages, and the exploding shells shatter more fragile components and chip away at the thicker parts.  By the end of the year Arstotzka's lines are overrun and Moskurg presses up another section of the Plains.

Moskurg gains another section of the Plains.


The Taiga, much like the Jungle down south, grows into a minefield of splintered and wrecked trees.

Moskurg struggles getting enough ammo up north to keep their Thunderguns supplied, but when the things fire it's definitely worth it.  Tornadoes carve swaths through the trees and frozen swamps, sending whole tree branches through troop lines and toppling wooden forts.  Arstotzka knows the land better and can frequently surprise Moskurg by sneaking their artillery closer under tree cover or by lying in wait beneath the snow until the southerners pass over.  This is a real problem, and it's made more difficult by the fact that the dense tree cover makes their close air support less effective; it's still by far more effective than Arstotzkas though, especially thanks to their floating artillery platforms (which are periodically shot down).  Melee's still go firmly in Arstotzka's favor, but the tree cover makes their HonestStrike-boosted R1's less effective at sniping.  Sniping missions involve their Mage Hunters hiding up in the trees in full-white clothes and hitting Moskurg soldiers when they think they're safe.

Surprisingly, the Phoenix sees itself being used here, and only here.  When they can manage to keep the giant ships alive, Moskurg will pass over tree lines and set the forest alight.  It's useful for smoking out hidden Arstotzkans and clearing ground for open battles, but the giant tankers of Alnnar are juicy targets for Lightnings.

Myark and al-Mutriqa, age-old enemies with gray beards and wrinkled faces, meet once again on the battlefield in the frozen north.

It's close, but ultimately Moskurg manages to gain another section of ground.  Troops mix Alnnar into their drinks in an attempt to keep themselves warmer despite their temperature-controlled Adamantium and mutter darkly about the white devils who hide in trees.

Moskurg gains another section of Taiga.  Myark has been wounded and will be unable to fight next year.


In the frozen northern seas, battles are fought and won in the air.

The fighting was even last year, and Arstotzka's powered turrets make the biggest difference in the air.  Thus they are able to shoot down airships faster than Moskurg can sink their boats, and manage to barely regain a section of coastline.

Arstotzka regains a section of shoreline in the Northern Seas


Research Credit!!!
The fighting in the north is often isolated, regulated to sudden, viscous stabfests and one-sided gunfights, when the forest isn't being obliterated by fire or artillery barrages.  As such, the fight between Myark and al-Mutriqa has few existing survivors and reports of the encounter are vague and conflicting.  al-Mutriqa refuses to speak of the conflict out of respect for his enemy, and Myark is too badly wounded to give a coherent report.  Whichever side gives a more epic report of the event (as the need for moral is more important than the need for an honest retelling of events) will gain a Research Credit, where two dice will be rolled for each trait of their next Design Phase and the higher of the two will be taken.


It is 948, the Design Phase.

Spoiler: State of Forenia, 948 (click to show/hide)

Spoiler: Moskurger Spells (click to show/hide)



Behavior Rules.  Please Read.
Spoiler (click to show/hide)
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on August 21, 2017, 01:53:11 am
For the most part, we're doing quite well. Here's a few suggestions for how to fix the few issues we have:

Losing the air advantage - Less of an issue currently, as Arstotzka can't do anything beyond denying air superiority to us, however a few miniaturised thunderguns with some automated loading and fitted to a new skyskiff will be needed to properly dogfight them.

Melee - If we can find a way to convert our WoTs to lightning rifles (or just make WoTs mundane usable) and ensure the lighting at least vaguely goes in the direction we point it, we will have a fearsome infantry weapon to counter their R1s.

Supply - Strip out the Alnar tanks from a Phoenix and replace hem with a load of cargo bays.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on August 21, 2017, 02:24:21 am
Alright, alright. Just one more turn, and we're at the gates of their capital. Let's not mess up now.

Design: Anti-air weapon/spell?
Revision one: Skyskiff windscreens
Revision two: Melee upgrade?
Espionage credit: save it. If we push the taiga this turn, then we can use it next turn to lock in victory. Imagine if we blow up their crystalworks? It'll only stop them for a turn, but what a turn it'll be.

So, let's hear some ideas. I like all of Kashyyk's ideas, but there's always room for more.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on August 21, 2017, 04:19:03 am
Well, looks like we have a few more converts amongst the Arstotzkans amusingly.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on August 22, 2017, 04:37:14 am
It's been quiet, so have a design:

Close Air Superiority Ship "Angel"
The enemy has attempted to claim our rightful territory, the very skies. This can not be allowed to continue. Reminiscent of the SkySkiff, the Angel is shorter and squatter, with an enclosed transparent starmetal canopy to protect it's single pilot. The ship is lightly armoured in adamantium, but defence is based mainly on speed and handling. Fixed to the nose of the ship (such that it always fires forwards and the ship must be moved in order to aim) is an all new "lightning cannon". This lightning cannon is effectively a conductive rod with prayers of lucky strike and control engraved into it ()so that the lightning strikes will go mostly in a straight line), along with a firing mechanism for WoTs. The weapon is designed to draw wands in through a belt and activate each one as it passes through the firing mechanism, with an intended rate of fire of between 4 and 10 strikes per second (depending on difficulty of the project). The device that actually draws the wands through the weapon is a large cog with a number of miniaturised pegasus scrolls attached aronud the edge to make it spin. This will then go through a gearing mechanism to pull the belt through. This ship should be able to hunt down and destroy the enemy airships, avoiding their turreted cannon fire with high manoeuvrability. They should also be able to strafe ground forces with lightning fire, although that is not the focus. The only real difficulty I see here is in the lightning cannon, as the rest of the ship is stuff we've already done before. This should hopefully also open up the option for mundane infantry using lightning weapons.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on August 22, 2017, 04:42:38 am
Miniature pegasi will also be a problem, especially if attached to the teeth of the cog. That's just asking for reliability problems. We need a different system for automatic loading.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on August 22, 2017, 04:48:50 am
Miniature pegasi will also be a problem, especially if attached to the teeth of the cog. That's just asking for reliability problems. We need a different system for automatic loading.
I guess another option would be pedalling a bicycle style mechanism, or just having a dedicated gunner to manage the loading. I just wanted to go for broke.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on August 22, 2017, 04:54:04 am
We're probably going to need a loader for the system. The important thing is it being able to fire, and it going really fucking fast. We can go for broke trying to combine our halberds with wands of thunder for a really killy combination.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on August 22, 2017, 05:40:25 am
Quote from: Close Air Superiority Ship "Angel" v2
The enemy has attempted to claim our rightful territory, the very skies. This can not be allowed to continue. Reminiscent of the SkySkiff, the Angel is shorter and squatter, with an enclosed transparent starmetal canopy to protect it's pilot and gunner. The ship is lightly armoured in adamantium, but defence is based mainly on speed and handling. Fixed to the nose of the ship in a swivel (allowing the gunner to aim whilst the ship moves) is an all new "lightning cannon". This lightning cannon is effectively a conductive rod with prayers of lucky strike and control engraved into it (so that the lightning strikes will go mostly in a straight line), along with a firing mechanism for WoTs. The weapon is designed to draw wands in through a belt and activate each one as it passes through the firing mechanism, with an intended rate of fire of between 4 and 10 strikes per second (depending on difficulty of the project). The weapon draws the belt through the mechanism via a set of gears powered by the gunner spinning a crank wheel, this motion also triggers the mechanism, requiring the gunner to only point the weapon in the correct location and have a strong forearm. This will then go through a gearing mechanism to pull the belt through. This ship should be able to hunt down and destroy the enemy airships, avoiding their turreted cannon fire with high manoeuvrability. They should also be able to strafe ground forces with lightning fire, although that is not the focus. The only real difficulty I see here is in the lightning cannon, as the rest of the ship is stuff we've already done before. This should hopefully also open up the option for mundane infantry using lightning weapons.

Modified to include a dedicated gunner.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on August 22, 2017, 10:31:18 am
If in doubt, apply Maxim 37: "There is no 'overkill.' There is only 'open fire' and 'I need to reload'."
Quote from: Wrack and Ruin
Bursts of Heavenly Wrath
By working on our decades-old control over lightning with our new control of the storms, we can produce a "guided" lightning, that will seek the heathens' crystal, rather than metal. It is also fine-tuned to destroy such abominations in massive explosions of scorching heat, heavenly light, and deafening sound.

The solution to all our problems is obvious: Redesign lightning to destroy crystals/EXPLODE in general, and then teach apprentices to cast the Hammer (Revisions for cost WOOO!) under a Storm Strike/Wrath of Allah produced by experienced mages.

We will BLOT OUT THE SUN! turn night to day in an apocalyptic rain of destruction.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on August 22, 2017, 10:39:34 am

Close Air Superiority Ship Angel (1): Detoxicated
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on August 22, 2017, 12:02:02 pm
Hmm. So, I like the idea of the Angel- I like what it's trying to do. I feel it may be tricky to achieve, though. Plus, even if it worked perfectly, as Madman points out, it takes a lot of lightning strikes to break crystal.

So... I'd be willing to go with Madman's idea, although I really think it needs a better description.


Tawjih Albarq (Channeled Lightning): Long have we sought control over the storm. So far has our knowledge advanced from those early days of flatulent breezes. But it is, of course, never enough. Tawjih Albarq is our latest attempt to gain ultimate power with which to smite the unbeliever.
Through Heretics' Downfall, we have gained some level of control over the path that lightning takes, granting it unparalleled accuracy. But still, lightning chooses its own way, follows its own path, even if we convince it to make its path one that favours us. Once the lightning has been coerced into striking, we abandon it to its journey. No longer shall this be the case.
Through the intonation of a prayer to God, the shepherd who guides all things, we create a microspell within the storm cloud, imbued with the caster's will, which gathers the lightning-in-potentia to it. When lightning is subsequently summoned forth, the microspell is pulled along for the ride by the wrathful elements. Having previously gathered together a greater 'charge', this lightning bolt shall be more powerful than average. In addition, the microspell races just ahead of the current, leaving a path in its wake for the lightning to follow. The microspell, of course, is imbued with its caster's will, and thus has no interest in anything but hated Arstotzkan crystal, which it shall seek out in preference of any other target.
The net effect is a more powerful, more focussed strike.
Bonus feature: Should we have the time, it has been hypothesised that at the end of its journey, the microspell could operate to transmute the electrical current flowing through it into a more explosive phenomenon.

Quote from: Votes
Close Air Superiority Ship Angel (1): Detoxicated
Tawjih Albarq: (1) NUKE9.13
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on August 22, 2017, 12:03:34 pm
Okay, that one's convinced me Nuke.

Quote from: Votes
Close Air Superiority Ship Angel (1): Detoxicated
Tawjih Albarq: (2) NUKE9.13, Taricus
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on August 22, 2017, 03:27:19 pm
Quote from: Votes
Close Air Superiority Ship Angel (1): Detoxicated
Tawjih Albarq: (3) NUKE9.13, Taricus, Madman

Lightning, purposeful destruction of the enemy, and explosions.

Could we do anything MORE Moskurger in nature?
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on August 22, 2017, 03:29:57 pm
Quote from: Votes
Close Air Superiority Ship Angel (2): Detoxicated, Kashyyk
Tawjih Albarq: (3) NUKE9.13, Taricus, Madman

What about Lightning and flying? Those are pretty Moskurger after all.

It's almost guaranteed that they will spend this turn creating some sort of bomber now that they have air parity, so having a fighter will force their design to be wasted for another turn.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on August 22, 2017, 03:38:05 pm
On the other hand, lighting that both seeks crystal and explodes it effectively could be a very powerful tool.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on August 22, 2017, 03:47:55 pm
And will work great for shooting down fast movers.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on August 23, 2017, 08:54:12 am
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on August 23, 2017, 01:57:32 pm
Design: Tawjih Albarq [1+1, 6+1, 5+1]

We further our control over lightning.

The spell is now carried along with the lightning, guiding it further than before.  We fail to get the spell to specifically target crystal, but the spell doesn't significantly increase in complexity or cause any unintended side effects.  The end result is that our Wands of Thunderbolts has increased from Short to Medium range, but we don't get much done beyond that.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on August 23, 2017, 02:11:28 pm
We further our control over lightning.
Do I detect a hint of despair at our monotony?

Anyway, that could've gone better. On the other hand, it is 100% bug free, and entirely costless. Worth a revision to make it actually do something, I think.

Tawjih Albarq Revision: We have successfully created a microspell capable of riding along with lightning. All that remains is to actually make it do something. Extensive testing with the remnants of Arstotzkan crystal, retrieved from the battlefield, has allowed us to make the spell 'lock on' to the crystal's unique magical signature.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on August 23, 2017, 02:15:51 pm
So we just turned our design into a successful revision. Huzzah. Designing something new (like the Angel) would have actually produced something design worthy.

grumble grumble.

Phoenix Transports
Strip out the alnar tanks and replace them with holds that can be accessed by skyhawks and skyskiffs. Fill them with whatever supplies our armies need. No more supply problems.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on August 23, 2017, 02:20:10 pm
With those rolls I doubt it Kashyyk :P

Anyway, we still have two revisions fix stuff, so we aren't in too much trouble. And hey, we can at least hit them from further away with lightning.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on August 23, 2017, 02:26:13 pm
We would've definitely had an Angel, for cheap and bug free, but somehow bad at its job (without bugs, not sure how evicted would have handled that). So we could've just revised it a bit to make it work. This just feels like a revision+.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on August 23, 2017, 02:27:26 pm
So we just turned our design into a successful revision. Huzzah. Designing something new (like the Angel) would have actually produced something design worthy.
I think that actually it wouldn't've. Without the +1 from being an easy design, the Angel would've been utterly useless. I imagine it would've been slow, not very manoeuvrable, and had a weak weapon. And unlike bugs, fixing an inherent lack of effectiveness in an aircraft is not so easy- you'd basically need to start from scratch, completely redesigning the frame and gun.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on August 24, 2017, 11:07:59 am
I don't see any votes, but the only revision posted is the Phoenix Transporter so I'll go with that. Rolls in an hour or so.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on August 24, 2017, 11:33:38 am
Oh, uh. Whoops.

Quote from: Votes
Tawjih Albarq Revision: (1) NUKE9.13
Phoenix Transports: (1) Kashyyk
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on August 24, 2017, 11:39:43 am
Quote from: Votes
Tawjih Albarq Revision: (2) NUKE9.13, Taricus
Phoenix Transports: (1) Kashyyk
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on August 24, 2017, 12:01:41 pm
Quote from: Votes
Tawjih Albarq Revision: (2) NUKE9.13, Taricus
Phoenix Transports: (2) Kashyyk, Crazy
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on August 24, 2017, 12:57:51 pm
Alright, so, from the Discord, SMMI wants to vote for a revision to Tawjih Albarq that makes the lightning explosive rather than crystal-seeking.

Tawjih Albarq Explosive Revision: We have successfully created a microspell capable of riding along with lightning. All that remains is to actually make it do something. With a relatively simple addition, the spell can convert the electrical energy of the lightning into a more explosive format.

Quote from: Votes
Tawjih Albarq Revision: (2) NUKE9.13, Taricus
Phoenix Transports: (2) Kashyyk, Crazy
Tawjih Albarq Explosive Revision: (1) SMMI
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on August 24, 2017, 01:01:24 pm
I can get behind that.

Quote from: Votes
Tawjih Albarq Revision: (1) NUKE9.13
Phoenix Transports: (2) Kashyyk, Crazy
Tawjih Albarq Explosive Revision: (2) SMMI, Taricus
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on August 24, 2017, 01:07:33 pm
Sure, I'm fine with either.

Quote from: Votes
Tawjih Albarq Revision:
Phoenix Transports: (2) Kashyyk, Crazy
Tawjih Albarq Explosive Revision: (3) SMMI, Taricus, NUKE9.13
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on August 24, 2017, 01:39:54 pm
Quote from: Votes
Tawjih Albarq Revision:
Phoenix Transports: (1) Kashyyk
Tawjih Albarq Explosive Revision: (4) SMMI, Taricus, NUKE9.13, Crazy
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on August 24, 2017, 01:42:12 pm
Revision: Explosive Tawjih Albarq [5]

After some testing, we discover that the higher the voltage trapped inside the Wand of Thunderbolts, the more violent the reaction on the target.  At higher voltages the sudden increase in heat and pressure causes an explosion of plasma in a modest radius.  Some refinements to the Wand of Thunderbolts charging array and the wands themselves allow us to increase the charge in the wands to a higher degree, resulting in a more powerful zap that causes an explosion on the target down range.

As a bonus, we figure out how to stop the "leakage" in our wands, and they will no longer slowly lose energy as they age.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on August 24, 2017, 01:47:48 pm
Quote from: Votes
Phoenix Transports: (1) Taricus

Well lads, they're going to really feel the pain from those. Let's see if we can't ensure we can keep firing thunderguns non-stop.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on August 24, 2017, 01:48:42 pm
Cool. Building off that, I have two more revision suggestions, however I would prefer Phoenix Transports still and you can consider me voting for it:

Directional Tawjih Albarq
A modification to the microspell that causes it to travel in a straight line out of the Wand, ionizing the route and encouraging the lightning to be aimable in a "Point and shoot" style only previously possible with mundane weaponry.

Mundane Wands of Thunderbolt
Thanks to our mass production, they are already cheap, and as such the main limiting factor is that a magical individual must be the one to use them. By adding a firing mechanism to the wand, standard, mundane infantry can now wield the power of Allah in their hands.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on August 24, 2017, 02:33:26 pm
Quote from: Votes
Phoenix Transports: (2) Taricus, Kashyyk
Cheaper Skyhawks: (1) SMMI
Per Discord, SMMI is voting for Cheaper Skyhawks.

I can't decide. PT seems decent. It certainly wouldn't hurt to have some better logistics.

Well, apparently Arstotzka is gonna take some time to decide on their second revision, so I guess I've got some time to think about it.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on August 24, 2017, 09:50:46 pm
Anyway, I want anti-crystal lightning.

Wisdom, Guidance, Power
We have gone so far with our lightning and weather control, and the final nail in Arstotzka's ever-closer coffin is to make it seek out the heathen crystal. The newfound strength of the blasts, combined with an unfailing desire to find and destroy those crystals, will wreak ruin on all of Arstotzka's barbaric, blasphemous war machines, and help us to put an end to the war.

Quote from: Votes
Phoenix Transports: (2) Taricus, Kashyyk
Cheaper Skyhawks: (1) SMMI
Crystal-seeking Lightning: (1) Madman
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on August 25, 2017, 10:35:25 am
Phoenix transports seem to be winning.  Revision in a couple hours or so.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on August 25, 2017, 12:34:06 pm
Revision: Phoenix Transporter [6]

The Phoenix Transporter is significantly cheaper and simpler than the standard version.  The tank is emptied of Alnnar, and the spray turret and defensive stations are removed to cut cost and weight.  The tank is instead used to carry cargo, such as Thundergun ammunition or supplies, or even transport large ammounts of troops at once.  The reduced weight gives it a slight boost to speed and service ceiling as well.

The armor is still rather thin, and won't reliably stop Arstotzka's new 20 mm cannons on their Lightnings.  The Adamantium jet cluster nacells are still an obvious weak point, and knocking out one group is enough to cripple the ship.  The ship takes a bit to load and unload, so it likely won't see application in direct war zones, but it should help with troop movements and remedy our artillery supply issues.  Expensive.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on August 25, 2017, 01:53:43 pm
Please decide what to do with the Espionage Credit, where to deploy al-Mutriqa, and submit duel reports for the Research Credit.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on August 25, 2017, 02:04:33 pm
Espionage credit: Save it.
al-Mutriqa: Tundra
Duel report: Here (http://www.bay12forums.com/smf/index.php?topic=163276.msg7544206#msg7544206)
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on August 25, 2017, 02:35:13 pm
Spoiler (click to show/hide)

I need some proofreading, and possibly some opinions.
This is a rough draft, and will probably be subjected to much change sooner rather than later.
Title: Re: Wands Race - [Moskurg]
Post by: Atomic Chicken on August 25, 2017, 02:59:05 pm
Quote
Espionage credit:
(2) Save it: NUKE9.13, AC

al-Mutriqa:
(2) Tundra: NUKE9.13, AC

Duel reports:
NUKE9.13's
 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7544206#msg7544206)Madman's  (http://www.bay12forums.com/smf/index.php?topic=163276.3135.msg7546428#msg7546428)

Not quite sure how lightning can cause crystal to explode, but I'm sure not complaining. Combine that with a cheap Hammer Strike, an apprentice training programme and Madman's crystal-seeking lightning (which should be easy enough to revise since we've already designed intelligent storms) and we'll be frying Arstotzkans left right and centre.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on August 25, 2017, 03:06:07 pm
Quote
Espionage credit:
(3) Save it: NUKE9.13, AC, Taricus

al-Mutriqa:
(3) Tundra: NUKE9.13, AC, Taricus

Duel reports:
NUKE9.13's
 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7544206#msg7544206)Madman's  (http://www.bay12forums.com/smf/index.php?topic=163276.3135.msg7546428#msg7546428)
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on August 26, 2017, 06:57:00 am

Quote
Espionage credit:
(4) Save it: NUKE9.13, AC, Taricus, Happerry

al-Mutriqa:
(4) Tundra: NUKE9.13, AC, Taricus, Happerry

Duel reports:
NUKE9.13's
 (http://www.bay12forums.com/smf/index.php?topic=163276.msg7544206#msg7544206)Madman's  (http://www.bay12forums.com/smf/index.php?topic=163276.3135.msg7546428#msg7546428)
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on September 05, 2017, 04:32:42 am
Combat for 948

Moskurg spends their design phase furthering their control over lightning.  This attempt wasn't quite as successful as it could be, but they do manage to extend their Wands of Thunderbolts effective range out to Medium.  They follow this up by tweaking their lightning to have a more explosive result when it strikes, and though it doesn't throw shrapnel it should be quite effective against harder targets.  Their second revision is an overhaul of their Phoenix airship.  The Alannar is removed out of the tank, the turrets and defenses are stripped out, and a hatch/ramp is added to the tank.  The most immediate effect is that Moskurg can now effectively supply their artillery cannons, so baring unfortunate circumstance they shouldn't run short of ammo.  It can also transport troops and other equipment, but the craft is rather unweildy and vulnerable so it won't see much combat action beyond getting troops into position before and after battles.  They choose not to spend their espionage credit this year.

Arstotzka likewise creates air-borne troopers with the invention of the Valkyrie - an overhauled Lightning with a cargo bay.  Like Moskurgs transport Phoenix, it should help with troop movements and ammo supplies.  It carries fewer troops than the Phoenix, but its smaller size and more robust armor - on the Aether Reactors, at least - make it more suited to dropping troops in combat zones, to some degree.  It doesn't function optimally in turbulent weather and is prone to capsizing if the pilot is negligent.  For their revision, Arstotzka attempts to develop fully automatic weapons and fails, primarily due to the ambition of the design for a revision.  For their second revision they improve the aerodynamics of their artillery shells, furthering the range by one and helping to make up the difference between the two sides.  Moskurgs Thunderguns still out range them, but only just.  They spend their Expense Credit on their Aether Reactors, dropping the cost by one.  This makes their Lightning and Valkyrie Normal Cost.



Arstotzka makes an attempt to further their foothold in the desert.

The flatter, more open terrain makes targets easy to spot, and with no cover to be had troops on the ground are at the mercy of whatever happens to be above.  Whether it be bombs, artillery shells, falling skyships, or lightning blasts, the men on the ground trudge through it all.  Melees are bloody and brief, but the majority of the combat is determined by the airforce and artillery.  Arstotzkas new Valkyrie and cheaper Lightning still struggle in Moskurgs control of the air, and with lightning blasts now hitting with more devastating results it's hard for the crafts to stay airborne.  They take significant troop losses whenever Moskurg manages to catch Valkyries flying out and about, and soon the transport crafts are regulated to hauling where the Restless trains cannot.  It's pretty handy for getting troops further inland, and less so for pulling troops out of compromised positions.  Moskurgs Phoenix is too much of a target and Expensive, so it is regulated solely to bringing up troops and dropping off supplies from the capitol.  This effect is less pronounced than Arstotzka's limited air-dropped troops, but the fact that their Thunderguns outrange anything Arstotzka has and their nowhere to hide in open desert makes their non-stop firing deadly.

Arstotzka has some success air-raiding, but their progress is continually hampered by their inability to easily air-strike the artillery positions.  The Lightning can't drop bombs or angle their turret towards the ground, and the obsolete Avenger must be brought in to drop artillery shells where it can.  The Valkyrie is more useful, as it's able to drop squads right on artillery positions - when it can get through.  Most are shot down by lightning blasts cracking through their limited armor, and the ones that get through generally don't make it back when the Skyskiffs come in to mop up.  They take heavy losses, but they're ultimately able to hit Moskurgs artillery positions, even if their own artillery can't.  Moskurg is still even with Arstotzka in the air, but the longer range on their Wands of Thunderbolts and the inclimate weather helps make up their lost advantage.  Tornadoes, lightning strikes, and non-stop rain and snow are mixed in with artillery barrages, chipping away at the invading forces.  Moskurg is still garbage when Arstotzka manages to meet their troops man-for-man, and oasis town after oasis town is lost as they march further south. Their control of the coast lets them drop troops behind enemy lines, but Arstotzka is able to quickly respond with their Valkyries...sometimes, if the weather isn't too bad, and they are aware of the attack.  Arstotzka is still operating on a flare-based communication system, which has flaws of its own.  Moskurgs short-range teletalk wands aren't much better, and in some cases worse - at least once, Arstotzkan Anti-Mages manage to land behind their lines in a brave Valkyrie mission and disrupt a supply center, hampering the war effort.  With the wands being so short ranged, Moskurg doesn't get the alarm out and the center is razed.  The Phoenix, despite its successful overhaul, can't quite compete with the same versitility, but at least the troops it carries don't call it the "Flying Coffin".  The name Valkyrie is quite fitting for Arstotzka's troop transporter, it seems.  More often than not, the men inside are carried off to Valhalla rather than war. 

The Protector, as always, is garbage.

It's close - very close.  Arstotzka makes up quite a bit of the gap between themselves and Moskurg, but Moskurg still has the longer stick when it comes to artillery, barely.  Moskurg may not have the better troops, but they can land behind Arstotzka - a feat no longer unique to naval forces, as Arstotzka can do the same with very limited success.  The weather makes up for where Moskurg is lacking in air power, preventing Arstotzka from making coordinated air sorties and knocking a few of them out of the skies.  The fact that troops on the ground have limited use in the wide-open coverless terrain means that Moskurg ultimately wins, barely.  It's too close for comfort, but they manage to beat the northern invaders back to the mountains.

Moskurg regains the Desert.


Arstotzka barely manages to hold the plains to the east.

Their new aerodynamic shells means Arstotzka can match Moskurg's artillery out to their accurate range, even if they can't match their inaccurate range.  In the plains, troops can at least dig in for cover.  Moskurg shells fall day-and-night, but their accuracy at BLOS+1 means successful strikes are uncommon.  Arstotzka must push forward a range to get into firing range with their own artillery, and in this case it becomes a heavy-weight slug-fest between artillery batteries.  A near-strike is enough to knock out an opponent, regardless of which side fired.  Arstotzka has slightly more artillery, so they can out-perform Moskurg through sheer volume of fire, but Moskurgs Skyhawks still rule up above in the artillery game.  Essentially flying battleships, they are still the single-most long-range cannon on the battlefield, and though they're Very Expensive they help even the score.  Ultimately the artillery is tied between the two, but Moskurg still sets the distance between trenchlines.

Much as in the desert, the two airforces are more-or-less even, with Moskurg edging out slightly ahead with their Wands hitting out an extra degree of range.  Arstotzka is still faster, Moskurg still has better maneuverability and acceleration, and Arstotzka still has the longer-range offensive armament.  The two airforces have come to a begrudging respect for one another, although both will point out their own advantages when the topic of who would win in a dogfight comes up.

The Protector is still pretty awful.

Moskurg has the landing advantage with their control of the coast.  Arstotzka's Valkyries give them a similar advantage, but it is noticeably less pronounced due to the unreliability of the craft.  Arstotzka makes up for it with their blatantly superior infantry, and their snipers help knock out key personnel and harass Moskurg troops whenever they poke their heads out of the trenches.

With the loss of their overwhelming artillery advantage, the loss of their air advantage, and the loss of their unique landing advantage, Moskurg must cede a portion of the ground to Arstotzka and pull back.  It's not an overwhelming loss, as their landing advantage is still superior, their control of the weather and the air still exists, but with Arstotzka managing to match more of their artillery and get troops across the ground with less harm than normal, they ultimately lose ground this year.

Arstotzka gains a section of the Plains.


The Taiga fills with smoke as the fighting creeps ever closer northward.

Moskurg makes good use of their Phoenix as a transporter to get troops and ammo up in the inhospitable north.  The tanks of food, ammo, and alnnar is well-recieved by hungry and cold infantry men.  The standard Phoenix is still infrequently used to burn out patches of trees; or at least the ones Moskurgs tornadoes don't tear up.  As always, the amount of debris available makes the pillars of wind extra lethal against infantry regardless of how armored they are.  Lighting bolts from above and bombing runs are less effective with the dense pine-tree air cover, but they still play a role.  This lack of effectiveness hurts Moskurg more than it does Arstotzka - not that it's necessarily a good thing for Arstotzka either, but this is their home and they know it quite well.  Anti-Mages continue their brutal sniping campaign from the trees, but there's only so many of them and Moskurg infantry has always outnumbered Arstotzka's.  Artillery barrages bracket known areas of Arstotzkan snipers with mixed success, but what's most devastating is Arstotzkan troops erupting from the tree lines to ambush their desert counterparts.  Screaming, clad in blue crystal armor and swinging crystal axes, the vikings are brutal when they meet in melee.

The Protector does nothing useful here.

The Valkyrie's usefulness is further limited as the dense tree cover makes it impossible to find a good landing zone, but all this does is level the playing field between the two sides.  Moskurg doesn't control the sea, and their Phoenix isn't a combat transporter.  Nevertheless, the air battle rages on to see who can provide their own brand of limited aerial usefulness. Moskurg edges out most of the time, but fewer Skyskiffs come home each day - the device is starting to show its age.  Still, for random bombing runs and artillery strikes, Moskurg has the advantage.

With Arstotzka winning out in the melee's and Moskurg winning out when it comes to support units, the battle is actually pretty even.  One side must ultimately win, however, and the fact that al-Mutriqa is still standing (at times with the use of a cane) makes the difference. Moskurg manages just barely to grind out another section of controlled Taiga.  None of the Moskurg soldiers are particularly thrilled with their progress.  The battles were bloody and indecisive, they are quite a ways away from home, and the blasted cold makes everything miserable. The fact that they can see Arstotzka's wooden walls from the frontlines is the only thing that gives them hope; next year will be fought in Arstotzka's capitol, and if they win it will be the end of this age-old war that has dragged on for decades.  The Arstotzkan defenders will not likely just hand the capitol over, however; the designs this year could determine whether the war ends with a victorious Moskurg, or whether Arstotzka will manage to drive the southern invaders back out of the north.

Moskurg gains another section of Taiga.  NEXT YEAR WILL BE FOUGHT IN THE ARSTOTZKAN CAPITOL.


As it has been for the past few years, the ocean battles are being mostly determined by air power.

Arstotzka had the advantage last year with their new powered turrets, but this year Moskurgs explosive lightning and longer Wand range they can scrape out a very small advantage.  Moskurg manages to to sink a few more ships and shoot down a few more airships, which technically makes them the winner in this theatre this year.

Moskurg regains a section of shoreline in the Northern Seas

Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on September 05, 2017, 04:33:09 am
Espionage Credit!!!

After the brutal in-fighting that disrupted the Arstotzkan design team a few years ago, the team has taken pains to generate an atmosphere of love, well-being, and acceptance for their members.  Their traitor, after going a few years without Moskurg taking up their offer for espionage, disappears from the capitol in the south.  Apparently their issue has been resolved; as such, Moskurg loses their Espionage Credit.


Research Credit!!!

The battle reports have been compiled.
Spoiler: Moskurg: NUKE9.13 (click to show/hide)

After comparing the two extraordinary reports, the Moskurg report is ultimately superior.  Anyone familiar with the rivalry between al-Mutriqa and Myark would know that al-Mutriqa would never strike down his fallen rival; never once in all his years of fighting has the crazed fanatic struck down the crazed berserk, no matter how many chances he'd been given.  That detail in the Arstotzkan reports instantly brings skepticism to even the most casual listener, defeating the purpose of building moral.  Moskurg gains the Research Credit.


It is 949, the Design Phase.

Spoiler: State of Forenia, 949 (click to show/hide)

Spoiler: Moskurger Spells (click to show/hide)



Behavior Rules.  Please Read.
Spoiler (click to show/hide)
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on September 05, 2017, 04:45:13 am
We end this TODAY.

Arc Halberds
For a long time the Halberd has been Moskurg's favoured weapon, but ever since the advent of the Arstotzkan crystal armour the weapon has proved rather ineffective. With the Arc Halberd, that changes. With an oversized and reinforced wand of thunder as the shaft of the weapon, the Halberd's strikes are electrified; every blow hits not only with the force of the halberd, but also the electrical energy of the wand of thunder's blast concentrated on the contact point. Furthermore, the Arc Halberd is able to be used as a wand of thunder, delivering thunderbolts into the enemy from range as well.

Intended to be used by our line troops, effort is made to ensure the weapon can be used in either mode by our infantry.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on September 05, 2017, 06:53:26 am
Ah, curses! I was so excited when I read about us reaching their capital before I read about us losing the espionage credit. A well-placed explosion in their Crystal Foundry would've ended this war for sure!

Anyway, Taricus is right. We need to end this. This war has dragged on far too long. We must spare no expense when it comes to creating the Final design.

I don't know what that should be, though. I'll have to think about it.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on September 05, 2017, 07:20:02 am
I suggest this (again again again):

Lightning Rifle
Our first foray into a purely mundane-usable magical item, this rifle is a housing around a WoT that allows even the most magocally-incapable moskurger to deliver divine retribution upon the Arstotzkans. It consists of a lightning rod approximately three feet long, engraved with hymns of control to aide in straight shooting, a firing mechanism that activates the wand and directs the strike through the rod, a breech allowing the user to remove the spend wand and insert a fresh one, and a wooden frame for ergonomic handling. The only complex part here is the firing mechanism, as it will have to activate the wand without any magical assistance from the user. However, the rest should be quite simple, and due to the ubiquitous supply of Wands we have available, these rifle and their ammo should be readily available.

The Arstotzkans have always been better in melee, so less strike them down before they reach us.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on September 05, 2017, 08:23:44 am
Melee is always going to be a concern whether we like it or not Kashyyk. Besides, the Arc Halberd is capable of firing lightning as well.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on September 05, 2017, 09:50:24 am
Evicted has described the Arstotzkan rifles as being usable in "melee" multiple times, and if we develop what is basically a fling-lock rifle, then actual melee will cease to be a thing because we shoot everyone before they get close.

Honestly, our two weapons feel like different ends of the musket scale. One is a melee weapon that happens to shoot something out of it before you stab someone, and the other is a ranged weapon which you might be able to stab someone with if they get to close. I personally believe that we have the technology available to use to skip past the "inaccurate volley-fire" period of fire arms that your weapon is designed for.
Title: Re: Wands Race - [Moskurg]
Post by: Egan_BW on September 05, 2017, 10:59:15 am
While the rifle is probably more powerful in general, do consider which one will be best for urban warfare, which will be what matters most in the upcoming turn.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on September 05, 2017, 11:13:47 am
Okay yeah Arc Halberds are gonna be the best choice then. And hey, air support might be more viable since we aren't gonna be missing Arstotzkans.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on September 05, 2017, 11:33:21 am
And hey, air support might be more viable since we aren't gonna be missing Arstotzkans.
Uh, you realise we only need to defeat Arstotzka, not literally wipe them out, right? Deliberately bombing non-strategic targets is not the sort of thing Moskurg should be known for.

I mean, you're just wasting ammunition that way. It's a more efficient use of resources to focus on military targets.

Anyway, Egan raises a good point. Urban warfare is new to us. We won't be able to deploy massed formations when we enter melee- the superior Arstotzkan troops will butcher us even if we reduce the city to rubble- you still can't march through rubble.
In other words, we really should get ourselves a better infantry weapon. And revise some infantry armour.

I like the idea of the Arc Halberd, but you should specify that the majority of the handle is well insulated. And incorporate some of Kashyyk's ideas regarding firing mechanisms- as it stands, you need to have some magical aptitude to fire a WoT. The Arc Halberd should have some means of being activated by mundane soldiers- like a simple localised enchantment that fires the wand when hit with some force, and a trigger mechanism with which to hit it... basically what Kashyyk did.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on September 05, 2017, 11:49:00 am
Well, the melee part is intended to activate on contact, so that shouldn't be too difficult to do. IF you've got suggestions for the range mode, fire away; I don't have any at the moment.

And aerial bombardment is still worthwhile, and could make them act more chivalrously for once; I doubt they'll shoot down a phoenix over their own city.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on September 05, 2017, 12:12:35 pm
Warrior's Robes
Adamantine has become one of our trademarks. One final change has led to a clothlike version of adamantine, that retains its constant temperature and an unnatural resistance to tearing or piercing. A thick robe made of the new adamantine serves as the backing for a few strategic plates of our toughest adamantine, providing protection to the front of the torso, limited protection to the back, protection on the legs (Underneath the robes), and some protection on the hands and arms. The face is protected by a close-faced transparent-adamantine helmet with a thin, air-permeable "veil" of adamantine covering the breathing gaps, allowing air but not heat (i.e., fire) to enter. The adamantine is non-conductive, if that is possible.

Boom, infantry protection. Or, even better:

Prayers of the Faithful
A new spell is devised, based on our group-enchanting work with both adamantine and Lucky Strike, that allows our mages to enchant large swaths of our army with a simple incantation, that causes the microspells in our lightning strikes to avoid our own men at all costs.

Follow THAT up with a revision to cheapen lightning, and we won't even be able to lose---we'd have apprentices casting the Hammer of Allah, and we would NEVER be out of range of our lightning support---no matter how close the battle gets, we'd have the capability to hit the Arstotzkans with lightning. And we can roll this AT ADVANTAGE because of the research credit.

Better plan, revision candidate:
Our lightning spells are reworked, so that the microspell avoids adamantine and those wearing it.
Title: Re: Wands Race - [Moskurg]
Post by: Egan_BW on September 05, 2017, 04:30:54 pm
I think our design should be some infantry weapon, our first revision probably mundane-usable lightning wands, and the second should be armor.
Better to use the design for a weapon than for armor, because firepower is where we have the larger disparity with Arstotzka. Halbard and rifle have about tge same utility, so i think my vote is for halbard because it's cooler.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on September 05, 2017, 04:37:25 pm
Actually, our halberds should still be capable of cutting up Arstotzkans, but our lack of full-body armor is hurting us. A lot.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on September 05, 2017, 04:39:03 pm
We already do have full body armour however.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on September 05, 2017, 04:50:10 pm
Lamellar isn't full-body armor.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on September 05, 2017, 05:55:47 pm
Spoiler (click to show/hide)

This is more-or-less what your lamellar armor looks like, plus some shoulder pads.  It's primarily painted adamantium plates backed by a thick leather.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on September 05, 2017, 08:23:44 pm
That's not really lamellar, as I understand it anyway. Assuming my sources are correct. I had a huge post written up, but I hadn't posted it. And then my computer froze.

Argh.


So, two revisions:

Quote
Path of the Righteous
A slight adaptation of the microspell that is now part of the Hammer means that it will not only seek crystal, but it will also avoid adamantine, making our soldiers effectively immune to the lightning we summon.

Youngling Training Exercise
Through intense meditation, study, and defiance in the face of the laws of physics perseverance, our Researcher Priests have discovered how a mere apprentice can utilize the power of the Hammer of Allah. And it's terrifying.
(Cheapen Hammer of Allah)
Title: Re: Wands Race - [Moskurg]
Post by: Egan_BW on September 05, 2017, 08:32:52 pm
Why is it important for lightning to avoid adamantine? We are not having huge problems with friendly fire, to my knowledge. I do not think we will be able to convince the Arstotzkans to use our own weapons that can't damage us, so I think it would be a better use of a revision to try to make wands mundane-usable.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on September 05, 2017, 08:42:56 pm
Because using adamantine-avoiding lightning allows us to use our artillery-equivalent on all enemies, even the ones fighting our troops in hand-to-hand combat.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on September 06, 2017, 08:12:41 am
Quote
Lightning rifles (1): Detoxicated
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on September 06, 2017, 09:34:10 am
Fine, have another alternative.

Allah's Drinking Buddy The Eldest Wizard
al-Mutriqa is old. He has been fighting this war for 38 years, and skirmishing with the Arstotzkans before that. As he reaches a truly old age, he has lost the destructive chaos of his youth, and gained a reasoned outlook, and acquired great wisdom and strength. Out of this wisdom and this strength has come a single spell, destructive beyond measure, a spell that only al-Mutriqa can cast. As it begins, a rain of lightning falls from the sky, striking Arstotzkans and their heathen crystals with more intensity, more ferocity, and simple more lightning than even the greatest Hammer of Allah ever cast. It gathers a swirling storm of lightning and wind and blinding rain around him, in a terrible cyclone stronger than any others yet seen. Arrows and men and cannonballs and ballistae bolts cannot puncture the curtain, all who try are flung to a certain death. While using it, al-Mutriqa has great control over the winds, and is capable of using them to move himself faster, or even to fly in a glorious spectacle of shining golden armor. It will be the strongest spell ever unleashed, and it will win this war.
---Basically trading a guaranteed National Effort for super-powers, this is going to turn the final confrontation between al-Mutriqa and Myark into an awesome battle for sure. Should I add flight into it, perhaps instead of the super-cyclone he could be able to direct the winds to carry him with great speed? Actually yes, I'm going to do that.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on September 06, 2017, 12:00:27 pm
Quote from:  Design Votes

Arc Haberds (http://www.bay12forums.com/smf/index.php?topic=163276.msg7556356#msg7556356) ():
Lightning Rifles (http://www.bay12forums.com/smf/index.php?topic=163276.msg7556395#msg7556395) (2): Detoxicated, Kashyyk
Warrior's Robes (http://www.bay12forums.com/smf/index.php?topic=163276.msg7556593#msg7556593) ():
The Eldest Wizard (http://www.bay12forums.com/smf/index.php?topic=163276.msg7557489#msg7557489) ():
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on September 06, 2017, 12:49:26 pm
Quote from:  Design Votes
Arc Haberds (http://www.bay12forums.com/smf/index.php?topic=163276.msg7556356#msg7556356) (1): Taricus
Lightning Rifles (http://www.bay12forums.com/smf/index.php?topic=163276.msg7556395#msg7556395) (2): Detoxicated, Kashyyk
Warrior's Robes (http://www.bay12forums.com/smf/index.php?topic=163276.msg7556593#msg7556593) ():
The Eldest Wizard (http://www.bay12forums.com/smf/index.php?topic=163276.msg7557489#msg7557489) ():
Title: Re: Wands Race - [Moskurg]
Post by: Egan_BW on September 06, 2017, 01:16:32 pm
Electrohalbard Trick-rifle

Our scientists have decided that the only thing cooler than having electric halberds and lightning rifles is to have both in one weapon. This is a lightning wand, modified to be usable by common soldiers, attached to the end of an insulated metal rod and an adamantine blade. While in halberd-mode, it can be swung about and used as a bladed weapon infused with the power of lightning. With a simple adjustment of the head, it can be transformed into rifle-mode, with the shaft of the weapon now serving as the rifle barrel, and the blade as the stock (this will not result in the weapon's recoil cutting the soldier's arm off, due to the adjusted angle of the blade.) We look forward to reports of our more skilled warriors switching between the two modes rapidly and stylishly.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on September 06, 2017, 01:23:10 pm
Yeah, moving parts is just going to make that a whole lot more difficult to do. Better to keep moving parts to the minimum.
Title: Re: Wands Race - [Moskurg]
Post by: Egan_BW on September 06, 2017, 01:45:44 pm
It was just too cool not to write up, even if it's not practical.

Quote from:  Design Votes
Arc Haberds (http://www.bay12forums.com/smf/index.php?topic=163276.msg7556356#msg7556356) (1): Taricus
Lightning Rifles (http://www.bay12forums.com/smf/index.php?topic=163276.msg7556395#msg7556395) (3): Detoxicated, Kashyyk, Egan_BW
Warrior's Robes (http://www.bay12forums.com/smf/index.php?topic=163276.msg7556593#msg7556593) ():
The Eldest Wizard (http://www.bay12forums.com/smf/index.php?topic=163276.msg7557489#msg7557489) ():
Electrohalbard Trick-Rifle (http://www.bay12forums.com/smf/index.php?topic=163276.msg7557730#msg7557730) ():
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on September 06, 2017, 02:15:02 pm
True, true. But again, the rifles aren't going to make much of a difference in melee; we're fighting in close quarters due to urban conditions.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on September 06, 2017, 02:59:10 pm
Quote from:  Design Votes
Arc Haberds (http://www.bay12forums.com/smf/index.php?topic=163276.msg7556356#msg7556356) (1): Taricus
Lightning Rifles (http://www.bay12forums.com/smf/index.php?topic=163276.msg7556395#msg7556395) (3): Detoxicated, Kashyyk, Egan_BW
Warrior's Robes (http://www.bay12forums.com/smf/index.php?topic=163276.msg7556593#msg7556593) ():
The Eldest Wizard (http://www.bay12forums.com/smf/index.php?topic=163276.msg7557489#msg7557489) (1): Madman
Electrohalbard Trick-Rifle (http://www.bay12forums.com/smf/index.php?topic=163276.msg7557730#msg7557730) ():

I convinced myself. I really, REALLY want to see this in action.

I'm going to point out to you guys that firepower is not our issue. Surviving long enough to use our halberds is the issue.

Oh, and overloading the features or relying on magical equipment is going to result in expense issues, where you can't equip your troops with them.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on September 06, 2017, 03:04:34 pm

Quote from:  Design Votes
Arc Haberds (http://www.bay12forums.com/smf/index.php?topic=163276.msg7556356#msg7556356) (1): Taricus
Lightning Rifles (http://www.bay12forums.com/smf/index.php?topic=163276.msg7556395#msg7556395) (4): Detoxicated, Kashyyk, Egan_BW, Happerry
Warrior's Robes (http://www.bay12forums.com/smf/index.php?topic=163276.msg7556593#msg7556593) ():
The Eldest Wizard (http://www.bay12forums.com/smf/index.php?topic=163276.msg7557489#msg7557489) (1): Madman
Electrohalbard Trick-Rifle (http://www.bay12forums.com/smf/index.php?topic=163276.msg7557730#msg7557730) ():
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on September 07, 2017, 02:16:42 pm
Seems like lightning rifles are winning. Designs in a bit.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on September 07, 2017, 06:31:24 pm
Design: Lightning Rifle [3-1, 3+1, 5]

The Lightning Rifle is - surprisingly - based off the Thundergun artillery shells, which use a Wand of Thunderbolts as a detonation mechanism without magely interference.

Unlike Arstotzkan attempts to make magic usable by mundane individuals, the Wand of Thunderbolts has actually been more along the lines of an actual battery rather than contained magical force.  The spells, hymns, and holy words incorporated have largely been for the benefit of the wielding mage, to assist in their own native magical control of the electric discharge.  The Lightning Rifle attempts to emulate this with mixed results.

Initially, the Lightning Rifle was designed as a simple wooden handle with a trigger that connects the circuit on a modified Wand of Thunderbolts, allowing a discharge of electric potential.  This proved disastrous, as a mundane user has no way of controlling the output of the now-uncontained lightning.  Further modifications to the design saw the addition of a long, adamantium spike to help direct the flow away from the user, as well as a wooden stock to help brace the contraption against the users shoulder.  The stock continued around the slotting mechanism to hold the Wand, and then further to the forestock to provide a handhold for the user and insulate them from the adamantium spike as it grew hot through repeated discharges.

Wands of Thunderbolts are quite long, at about 10".  They must be carried in a special leather satchel to protect them from the elements and prevent accidental discharges, and a new one must be slotted in to replace the previous wand between firings.  An open bolt holds the wand in place, and must be unlocked and slotted back for reloadings.  An experienced rifleman can fire six times a minute and carries with him 20 spare Wands of Thunderbolt.

The Lightning Rifle is largely mundane in nature, with the most magical aspects being the components that store the lightning and some dubious hymns engraved on the adamantium spike praying for accuracy.  As such, the lightning blast tends to be accurate out to Short Range, and invariably goes to ground before going beyond Medium Range.  By necessity, the modified Wands of Thunderbolt have slightly less power and result in a more humble explosion upon striking their target.  Initial tests suggest it could penetrate lightly armored crystal, but won't crack anything beyond a breastplate.  The Lightning Rifles are new and have a niche use, and will be deployed to squad commanders.  Expensive.

Title: Re: Wands Race - [Moskurg]
Post by: Egan_BW on September 07, 2017, 06:43:12 pm
Lightning repeater

Thanks to some more sturdy prayers, which the operators of the rifle have been taught, we can now safely fit five wands of thunderbolt into the lightning rifle, allowing for multiple shots before having to reload.
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on September 07, 2017, 07:30:42 pm
"Rechargeable wands of Thunderbolt"
Thanks to some... Slight changes to the prayers used to make our wands, repeating them can be used to re-enchant the wands for reuse.
Title: Re: Wands Race - [Moskurg]
Post by: Egan_BW on September 07, 2017, 07:34:05 pm
We have lots of wands, and a decent supply train thanks to flying transports, so I don't know how much that would help.
Title: Re: Wands Race - [Moskurg]
Post by: crazyabe on September 07, 2017, 07:55:40 pm
We have lots of wands, and a decent supply train thanks to flying transports, so I don't know how much that would help.
Quote from: Design Phase
An experienced rifleman can fire six times a minute and carries with him 20 spare Wands of Thunderbolt
Thus, they run out of ammo after roughly 3.5 mins and 21 Shots. This increases the total amount of shots possible ENORMOUSLY, Especially in positions where resupplying is hard/impossible.
and lets NOT forget how many of the damn things go into a SINGLE shot of a thundergun,
Quote
Requires a 36-wand battery for each firing event
And that just sounds like a bit of a waste to me.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on September 07, 2017, 07:59:30 pm
Shortened riflewand
Through intricate slightly spirally metalshaping we have acquired the ability to lessen the carrying burden and reload times. The slightly spirally form aids to direct the spell without losing reach and due to thr fact that we are using less metal the rods become lighter increasing the rounds carried as well as reload times.
Title: Re: Wands Race - [Moskurg]
Post by: Atomic Chicken on September 08, 2017, 12:40:11 am
Hold on, didn't we have a research credit this turn?
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on September 08, 2017, 03:48:28 am
Well, I guess no one realised that.

Regarding the recharging, I'm not sure we'll be able to get a mundane rifleman to recharge his wands during battle, but I do like not having to ship such vast quantities of them from Moskurg.

Also, 10 inches for a wand is about for using handheld, but we might need to shrink it a bit for rifle use. That's secondary to improving the rifle to the point that it is equivalent to a mage with a handful of wands though.

So, my suggestions are to allow full power wands to be used (so we can blast through a crystal breastplate reliably) and to cheapen the rifle (because quantity has a quality all it's own).
Title: Re: Wands Race - [Moskurg]
Post by: Egan_BW on September 08, 2017, 09:52:43 am
Oh yeah, research credit. Maybe we could use that for lightning halbards, given that the rifles need a reload and are Expensive? Something to give to the footsoldiers while the officers use rifles, hopefully. Or we could make new armor, or possibly a faster combat version of the sky transport? That certainly seems like it would be helpful in the city.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on September 08, 2017, 10:09:05 am
Alright, well. That's... not the revolutionary new weapon we needed, I don't think. This war may yet drag on a few more turns.

In an attempt to prevent that, let's use our revisions wisely.

Infantry armour, for example, is something we can easily upgrade for a measurable boost in performance. Something as simple as

Starmetal Helmets: These head-covering helmets are made from transparent Starmetal, allowing for unencumbered vision whilst providing excellent protection. Insofar as possible, the metal has been made (magically) lighter without compromising strength, providing maximum protection with minimal weight.

Would increase the survivability of our footsoldiers in short-range and melee engagements. 
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on September 08, 2017, 10:13:26 am
Well, it's not revolutionary because it doesn't help us in melee; We're going to be fighting house to house here, and we need melee weapons. We don't have the option of sitting outside and trying to gun them down.

Of course, the fact that the WoT is more akin to a battery means the Arc Halberd just got a bit easier to make, and might that far more lethal than the rifles by virtue of not having to propel the lightning over a distance.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on September 08, 2017, 10:54:08 am
Quote
Path of the Righteous
A slight adaptation of the microspell that is now part of the Hammer means that it will not only seek crystal, but it will also avoid adamantine, making our soldiers effectively immune to the lightning we summon.

Youngling Training Exercise
Through intense meditation, study, and defiance in the face of the laws of physics perseverance, our Researcher Priests have discovered how a mere apprentice can utilize the power of the Hammer of Allah. And it's terrifying.
(Cheapen Hammer of Allah)

Results upon mild success: Point-blank lightning support capability, LOTS of lightning, possible help to the lightning rifle, by making it almost impossible to hit friendlies?

Anyway, it's the best method to kill off the Arstotzkans once and for all. More lightning means more aircraft kills and more soldier kills, lightning that won't hit friendlies means we can just keep zapping the Arstotzkans right up to point-blank range.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on September 08, 2017, 10:59:37 am
:I
I know this sounds like heresy, but I don't think the answer to our problems is yet more lightning. At some point, you reach diminishing returns.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on September 08, 2017, 11:37:46 am
Well crap, you guys did have a research credit. Sorry about that, I'll roll the second dice set and revise the report.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on September 08, 2017, 11:40:08 am
Sense squad
Through prayers of time we can sense squads prior to their arrival giving us an edge in positioning and stealth
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on September 08, 2017, 11:42:49 am
Design: Lightning Rifle [4/3, 5/3, 1/5] -> [4-1, 5+1, 5]

The Lightning Rifle is - surprisingly - based off the Thundergun artillery shells, which use a Wand of Thunderbolts as a detonation mechanism without magely interference.

Unlike Arstotzkan attempts to make magic usable by mundane individuals, the Wand of Thunderbolts has actually been more along the lines of an actual battery rather than contained magical force.  The spells, hymns, and holy words incorporated have largely been for the benefit of the wielding mage, to assist in their own native magical control of the electric discharge.  The Lightning Rifle attempts to emulate this with mixed results.

Initially, the Lightning Rifle was designed as a simple wooden handle with a trigger that connects the circuit on a modified Wand of Thunderbolts, allowing a discharge of electric potential.  This proved disastrous, as a mundane user has no way of controlling the output of the now-uncontained lightning.  Further modifications to the design saw the addition of a long, adamantium spike to help direct the flow away from the user, as well as a wooden stock to help brace the contraption against the users shoulder.  The stock continued around the slotting mechanism to hold the Wand, and then further to the forestock to provide a handhold for the user and insulate them from the adamantium spike as it grew hot through repeated discharges.

Wands of Thunderbolts are quite long, at about 10".  They must be carried in a special leather satchel to protect them from the elements and prevent accidental discharges, and a new one must be slotted in to replace the previous wand between firings.  An open bolt holds the wand in place, and must be unlocked and slotted back for reloadings.  An experienced rifleman can fire six times a minute and carries with him 20 spare Wands of Thunderbolt.

The Lightning Rifle is largely mundane in nature, with the most magical aspects being the components that store the lightning and some dubious hymns engraved on the adamantium spike praying for accuracy.  As such, the lightning blast tends to be accurate out to only Short Range, and invariably goes to ground before going beyond Long Range.  By necessity, the modified Wands of Thunderbolt have slightly less power and result in a more humble explosion upon striking their target.  Initial tests suggest it could penetrate lightly armored crystal, but won't crack anything beyond a breastplate.  The Lightning Rifles are simple to make and use no expensive parts, making it possible to distribute one to every footsoldier in the army. Normal Cost.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on September 08, 2017, 11:52:19 am
Hmm. Well, giving everyone one of these things might make them a little more useful.

All the more reason to beef up our infantry.

And, hey, you know what? I think Detoxicated has a decent idea: we could -gasp- do a non-lightning spell. Some improved divination could really help in those situations where you'd like to look around a street corner, but there's this building/pile of rubble in the way.
Title: Re: Wands Race - [Moskurg]
Post by: Egan_BW on September 08, 2017, 11:55:42 am
More ammo, less cost, slightly more range. This just became a much more practical weapon.
We could probably improve the range on the rifle, but that will only really be useful when If we get kicked out of the capital this turn, so it can wait. Still kinda want to revise a repeating variation, for more dakka.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on September 08, 2017, 12:22:32 pm
I'm debating between increasing the power output of a rifle or increasing rate of fire and ammunition. Either way, have a revision not related to either whilst I think.

Mind Sense
A modification on how the Mind Reading spell works, instead of inhabiting and hopping from mind to mind, this spell merely detects them in a nearby area. With a bit of practice a user can recognise familiar individuals, as well as the difference between a magical and mundane mind. This should allow a user to sense concealed enemies.



Okay, I think miniaturized wands would be best:

Lightning Cells
10" is a great size for a wand that needs to be held and fired by hand, but it is ungainly when used as ammunition. This revision removes all the parts that make it a wand (like the handle, point-and-fire interface, etc) and leaves it as no more than what it needs to be, a container for a single bolt of caged lightning. This should make the wand marginally easier to load, as well as allowing a soldier to carry more cells than he would wands. If time permits it would even be possible to fix these link these cells together into a chain, which would simplify loading even further, as the next cell just needs to be drawn into the weapon after the previous one.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on September 08, 2017, 10:15:04 pm
I can only point out that artillery is the king of warfare for a reason, and that allowing our lightning to replace our artillery is a Good IdeaTM because it reimagines several decades of usefulness into a new form.

Think CAS, except even closer than CAS could ever DREAM of being.
Title: Re: Wands Race - [Moskurg]
Post by: Egan_BW on September 08, 2017, 11:56:39 pm
Unlike literally every other turn, *this* turn we fight house-to-house, which limits the effectiveness of artillery.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on September 09, 2017, 09:53:26 am
Hence why we use lightning, which fires from the sky and is extremely deadly.

For in-house work we're stuck with the lightning rifles or our halberds. This is going to get bloody, and we'll probably end up just destroying the entire city in order to not fight hand-to-hand.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on September 09, 2017, 10:12:35 am
If the fight drags on a divination spell will do its magic. We should revise our rifle as wrll
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on September 09, 2017, 12:11:18 pm
Can I get a vote box, please.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on September 09, 2017, 12:13:34 pm
Quote from: Vote Box When?
Now: (0)
Then: (0)
Soon: (0)
SoonTM: (1) Madman
Never: (0)
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on September 09, 2017, 12:18:52 pm
Mind Sense
A modification on how the Mind Reading spell works, instead of inhabiting and hopping from mind to mind, this spell merely detects them in a nearby area. With a bit of practice a user can recognise familiar individuals, as well as the difference between a magical and mundane mind. This should allow a user to sense concealed enemies.

Eh... I'm going to go with this one.

Quote from: Votes
Mind Sense: (1) NUKE9.13
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on September 09, 2017, 12:20:54 pm
Quote from: Votes
Mind Sense: (1) NUKE9.13
Path of the Righteous: (1) Madman
Youngling Training Exercise: (1) Madman

Lightning, all the way.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on September 09, 2017, 12:24:39 pm
Quote from: Votes
Mind Sense: (2) NUKE9.13, Kashyyk
Lightning Cells: (1) Kashyyk
Path of the Righteous: (1) Madman
Youngling Training Exercise: (1) Madman
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on September 09, 2017, 12:32:37 pm
Are we voting for both at once or one at a time?
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on September 09, 2017, 12:33:06 pm
I was doing both at once.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on September 09, 2017, 12:33:26 pm
Quote from: Votes
Mind Sense: (3) NUKE9.13, Kashyyk, Taricus
Lightning Cells: (2) Kashyyk, Taricus
Path of the Righteous: (1) Madman
Youngling Training Exercise: (1) Madman

Both at the same time; saves ES from having to collect two sets of votes.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on September 09, 2017, 12:45:20 pm
I mean, that's not how we did it before, but okay, whatever.

Quote from: Votes
Mind Sense: (3) NUKE9.13, Kashyyk, Taricus
Lightning Cells: (3) Kashyyk, Taricus, NUKE9.13
Path of the Righteous: (1) Madman
Youngling Training Exercise: (1) Madman

Like I said, I think further improving the targeting on our lightning will have diminishing returns. And I would be highly surprised if we could reduce HoA to Cheap with a revision.
Some better foe-detection will aid us in the close confines of the city. As will making our weapons easier to load.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on September 09, 2017, 12:47:34 pm
We can, though.

It's in the rules that we can.


If Arstotzka can keep doing it with their ridiculous Crystalworks, we might as well exploit it to rain lightning down.

And it's not improving targeting, it's making it avoid our soldiers.
Title: Re: Wands Race - [Moskurg]
Post by: Atomic Chicken on September 09, 2017, 12:50:09 pm
Quote from: Votes
Mind Sense: (4) NUKE9.13, Kashyyk, Taricus, AC
Lightning Cells: (3) Kashyyk, Taricus, NUKE9.13
Path of the Righteous: (1) Madman
Youngling Training Exercise: (1) Madman

I seem to recall ES requesting separate vote boxes for separate revisions to avoid complications. We might want to scrap our second revision plan in favour of fixing the first one if it fails.

Aside from its immediate utility, I imagine Mind Sense should have quite a good roll bonus, seeing as how it builds off Detect Ambush and all our mind-related stuff. It's been a while since we tried to do something tied to our spellbook's actual domain.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on September 09, 2017, 01:23:34 pm

Quote from: Votes
Mind Sense: (5) NUKE9.13, Kashyyk, Taricus, AC, Detoxicated
Lightning Cells: (4) Kashyyk, Taricus, NUKE9.13, Detoxicated
Path of the Righteous: (1) Madman
Youngling Training Exercise: (1) Madman
Title: Re: Wands Race - [Moskurg]
Post by: Egan_BW on September 09, 2017, 03:33:54 pm
Quote from: Votes
Mind Sense: (6) NUKE9.13, Kashyyk, Taricus, AC, Detoxicated, Egan_BW
Lightning Cells: (5) Kashyyk, Taricus, NUKE9.13, Detoxicated, Egan_BW
Path of the Righteous: (1) Madman
Youngling Training Exercise: (1) Madman

Lightning cells beings us one step closer to a lightning revolver. And I shall call it the "Single Action Allah".
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on September 09, 2017, 11:06:54 pm
If we play it smart, we won't HAVE another turn to make revolvers.

Not that a revolver is a good idea anyway.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on September 09, 2017, 11:17:02 pm
Revision: Mind Sense [5+1]

Conscious minds have unique "Markers", which can make them recognizable to the casual mind-reader. They are ultimately unique from individual to individual, but many have similarities; for example, infantrymen tend to have similar mental markers from training, different from farmers, or educators or commanders or wives or children.  These distinctions are even different between Arstotzkan and Moskurger.  By using mind reading, an apprentice can locate where another mind is relative to himself.  Typically a mage can only find the angle of another mind in relation to himself, but if in communication with another mind reader (through teletalk wands) they can triangulate the target.  A third mind reader even allows them to determine the elevation and location with greater precision, and easily differentiate between friend and foe.

Mind Sense has an effective range of Long.
Title: Re: Wands Race - [Moskurg]
Post by: Egan_BW on September 09, 2017, 11:19:16 pm
If we play it smart, we won't HAVE another turn to make revolvers.

Not that a revolver is a good idea anyway.
Lies and slander.

Quote from: Votes
Lightning Cells: (1) Egan_BW
Path of the Righteous: ()
Youngling Training Exercise: ()
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on September 09, 2017, 11:25:46 pm
Quote from: Votes
Lightning Cells: (1) Egan_BW
Path of the Righteous: (1) Madman
Youngling Training Exercise: ()

Why don't we make our lightning rifles, Wands of Lightning, and all our lightning spells less likely to hit our own troops?

Wouldn't THAT be a neat idea?

Seriously though, we're facing some super-CQB, so you guys argue, why not make these things usable at point-blank.
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on September 10, 2017, 12:31:47 am
Not having it hit our troops would be much more easily achieved by just having our melee weapons be electrified. No need to worry about it hitting a friendly if we're only swinging it at the enemy.
Title: Re: Wands Race - [Moskurg]
Post by: Atomic Chicken on September 10, 2017, 01:13:03 am
Making lightning avoid adamantium probably wouldn't be enough to guarantee the safety of our soldiers. Keep in mind that we never got around to developing full-body adamantium armour. That is to say, exposed body parts would be as vulnerable as our Arstotzkan targets.

I think we should work on improving our teletalk wands. Our lack of long-ranged communications was mentioned to have hurt us several times in the last few reports, and it's now a limiting factor with regards to mindsense.

Shortwave Teletalk
Inspired by recent breakthroughs in the field of electro-maghnatism (a couple of vague theories about the length of 'waves' and their frequencies) our Researcher-Priests have decided to unearth the schematics of our oldest magical device, the teletalk wand, in an effort to enhance its long-since diminished utility in the warzone. By modelling the magical system after these novel earthly principles, they believe they can vastly increase the transmission range of any beacon.

Quote from: Votes
(1) Lightning Cells: Egan_BW
(1) Path of the Righteous: Madman
(0) Youngling Training Exercise:
(1) Shortwave Teletalk: AC
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on September 10, 2017, 03:15:31 am
Quote from: Votes
(1) Lightning Cells: Egan_BW
(1) Path of the Righteous: Madman
(0) Youngling Training Exercise:
(2) Shortwave Teletalk: AC, NUKE9.13
Ah, but wouldn't that be appropriate as our last action in the game, fixing up the first thing we ever designed?
Also, it's a good idea. Effective communications are always helpful.
Title: Re: Wands Race - [Moskurg]
Post by: Happerry on September 11, 2017, 12:33:56 am

Quote from: Votes
(1) Lightning Cells: Egan_BW
(1) Path of the Righteous: Madman
(0) Youngling Training Exercise:
(3) Shortwave Teletalk: AC, NUKE9.13, Happerry
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on September 11, 2017, 01:44:51 pm
Oh I'm so conflicted. I want Lightning Cells and Shortwave Teletalk. Hmm... When fighting from street to street, communication is going to be hella important. If we have the range, our airships could guide our infantry...


Quote from: Votes
(1) Lightning Cells: Egan_BW
(1) Path of the Righteous: Madman
(0) Youngling Training Exercise:
(4) Shortwave Teletalk: AC, NUKE9.13, Happerry, Kashyyk

Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on September 11, 2017, 02:12:41 pm

Quote from: Votes
(1) Lightning Cells: Egan_BW
(1) Path of the Righteous: Madman
(0) Youngling Training Exercise:
(5) Shortwave Teletalk: AC, NUKE9.13, Happerry, Kashyyk, detoxicated
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on September 11, 2017, 10:25:41 pm
Revision: Shortwave Teletalk [4+1]

We revisit what was literally our first foray into developing magic; what had once driven our mages insane and reached only laughably short ranges. 

The Teletalk Wand, using our combined knowledge of electro-mahaghanetic principles, the Hayat Effect, and our own special brand of mind reading, has been rebranded as the Shortwave Teletalk Wand!  It uses a heavily modified wand attached to a small metal box, which can be strapped to a mages back without appreciably affecting their performance on the battlefield.  The wand acts as what our Researcher-Priests refer to as an "antenna", which can both attune to the users thoughts and communicate with another similarly-equipped mage several hundred miles away!  The device can communicate with multiple mages at once (assuming they're in range) by using "channels", which can be adjusted by a small slider on the box.  We've taken the liberty of setting up a couple relay-stations between the frontlines and the capitol, in order to better facilitate communications among leadership.  Mages must still relay what they've heard on the teletalk verbally for non-magical individuals, but the ability to talk to individuals hundreds of miles away will be invaluable despite these delays.

Unfortunately, a few mages have gone rogue and taken to polluting valuable teletalk channels with non-stop music.  While we still have plenty of available channels to use, our commanders are frustrated to find a few of the more popular ones have been taken over in this manner.  Attempts to figure out which mages are operating these "Pirate Stations" are ongoing, but unsuccessful for the time being.
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on September 12, 2017, 04:48:20 am
Nice. Pretty decent round all over
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on September 12, 2017, 07:31:01 am
Awesome.

I vote for Al Mutriqa to go to attack the Arstotzkan capital.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on September 12, 2017, 08:02:06 am
So far, we've been told that our infantry armor was insufficient and that the Arstotzkans are half a step from taking the air from us.

You guys have made a brand-new RIFLE, long-range comms (This is fine, I guess), and smallish charges for the guns, even though it was pretty good as-is.



You guys better start praying.
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on September 12, 2017, 10:23:59 am
Uh, Madman, we didn't use a revision on the gun. We used a revision to create Detect Person.
Also, air power should be slightly less relevant during street-to-street fighting.
Still, you're probably right, they could've easily developed better stuff than us this round. I don't rate our chances of outright victory too highly.

Quote
al-Mutriqa to the:
Arstotzkan Capital: (everyone)
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on September 12, 2017, 10:25:09 am
Don't blame me, my mind is turned off right now.
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on September 12, 2017, 11:21:06 am
Either way, it'll be a good read,  and something that will seriously scare them.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on September 12, 2017, 11:23:15 am
I'd rather just win.

Otherwise, we lose ground, and it takes two additional turns for us to win.
Title: Re: Wands Race - [Moskurg]
Post by: Iituem on September 13, 2017, 04:13:52 am
Awesome.

I vote for Al Mutriqa to go to attack the Arstotzkan capital.

And I vote for Al Mutriqa to set up a reggae/ska Teletalk station, greeting every troop in the morning with a loud shout of "GOOD MORNING FORENIA!".
Title: Re: Wands Race - [Moskurg]
Post by: Kashyyk on September 13, 2017, 04:24:16 am
Once we add some sort of group telepathy mechanic (because speakers are too main stream) you could have a teletalk emitter on your ship, so you and your passengers can listen to tunes as you fly.
Title: Re: Wands Race - [Moskurg]
Post by: Egan_BW on September 13, 2017, 08:10:42 am
Awesome.

I vote for Al Mutriqa to go to attack the Arstotzkan capital.

And I vote for Al Mutriqa to set up a reggae/ska Teletalk station, greeting every troop in the morning with a loud shout of "GOOD MORNING FORENIA!".
+1, this is better than winning.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on September 13, 2017, 09:21:51 am
Quote
al-Mutriqa to the:
Arstotzkan Capital: Everyone + 1
GOOD MORNING VIETNAM FORENIA: Nobody Who Matters
Title: Re: Wands Race - [Moskurg]
Post by: NUKE9.13 on September 13, 2017, 09:29:23 am
Incidentally, we all know who is responsible for these Pirate stations, right? Gods-damned Cannalan infiltrators.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on September 13, 2017, 09:35:01 am
He's a HERETIC!

ONE GOD, YOU FILTHY HERETIC!
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on September 16, 2017, 03:58:32 pm
Combat for 949

As mentioned in the previous turn, the most exciting field of battle this year will be in the Arstotzkan capitol, with plenty of close-quarter fighting and siege warfare.  Arstotzka, accordingly, spent their design phase developing a high-altitude tactical bomber.  Their design had some mixed successes; the ASAF-B49 "Firestorm" is merely Expensive, and can operate above cloud cover far out of reach of Moskurg air forces.  They even succeeded in developing a crystal bomb printer using components from their Crystalworks and developed an oxygen-production spell to allow the pilot to breathe that high up.  Unfortunately, they  out of time before they could figure out how to integrate their HonestStrike module into a non-gun weapon.  Even worse, the bombs are quite small and the accuracy leaves a lot to be desired.  And finally, at the ultra-high altitude the Firestorm operates at ice tends to form on the craft, which reduces visibility and can cause crippling jams in the crystal bomb printer.  These bugs go sadly unfixed as the next revision was instead spent on revising their artillery shells to use their existing KPD drives to boost their range which they refer to as "Starshells".  This goes quite well, earning them two additional ranges on their HA1; 1 more than Moskurg's Thundergun's ultimate range, and 2 more than their accurate range.  The explosive capability of the artillery shells isn't diminished, as the overcharged Aethergem powering the shell explodes with a satisfying boom upon reaching its target.  Their second revision goes to improving their crystal, which hits a stumbling block saved only by their impressive existing knowledge of crystal.  The revision - "Crystal Subconjuration" - proves to be too intensive and expensive for anything larger than a crystal axe or a piece of crystal armor.

Moskurg immediately spends their Research Credit on developing their own hand-held rifle to match Arstotzka's; the "Lightning Rifle".  Essentially a means for a mundane soldier to use a Wand of Thunderbolts, the weapon is rather simply made.  An adamantium spike helps to direct the discharged lightning out of the wand, which is activated once the circuit is completed with the depression of the trigger mechanism.  An open sliding bolt allows the wand to be placed inside and removed by hand, and the entire contraption is cradled in a long stock made out of the finest jungle wood available.  It's simple and easy enough that every soldier can be equipped with one, and an experienced user can fire up to six times a minute.  The range and damage output are diminished slightly, however; the Lightning Rifle is accurate only out to Short Range (equivalent to that of a short bow) despite being able to go out to Long Range before the lightning bolt is drawn to the ground.  The explosive nature of the lightning is diminished out of necessity, resulting in a much more modest blast than the white-hot plasma explosion the normal wands produce.  After debating what to spend the revisions on, Moskurg designers ultimately settle on "Mindsense", a modified variant of their existing mind-reading spell.  The spell works by "finding" a mind rather than reading or manipulating it and returning the direction of that mind relative to the caster.  With multiple Mindsensing mages, this spell can work as a primitive form of Long Range RADAR, able to locate a mind (protected or otherwise) and pinpoint the rough location of it.  Their follow-up revision was "Shortwave Teletalk", which fixes the short-range limitation on their teletalk wands (their very first invention) and extends the range out to hundreds of kilometers.  A few of the mind-channels have been taken over by pirate radio stations, but the system is robust enough for use in the field.



Arstotzka makes another attempt on the desert.

Their new Starshells are quite effective, able to reach further than Moskurg's artillery and hit unsuspecting troops from a ridiculous range.  The initial elevation of the Mountainous terrain to the north makes this advantage easy to press at first, but once they've begun moving further into the desert and the terrain levels out it becomes apparent their communications system needs work.  Flares are good for general directions, but unwieldy for giving more precise coordinates.  Dialing in artillery barrages typically involves a Lightning overhead watching the ranging shot, landing, informing the artillery crew of how to adjust their aim, taking off, and observing the resulting area of effect before repeating the process.  Moskurgs Thunderguns are limited by now having less range than their counterpart, but benefit from the advancement of their Shortwave Teletalk Wands.  Getting their artillery in range of Arstotzkan troops generally relies on concealment and ambush - a generally impossible task in the open desert, but made merely difficult by their homefield advantage.  More useful is the artillery platforms mounted on their airships, which are immune to all but Arstotzkan Lightning fighters.  Though few in number and easily crippled when overwhelmed with enemy Lightnings, they manage to score a few solid hits in on the advancing Arstotzkan army.  Despite that, Arstotzka has too much of an artillery advantage with their range, sheer numbers, and starting elevation advantage.

When they get the chance, Moskurg makes attempts to push up the mountains, but Arstotzka is (and always has been) too firmly dug in to push out.  Troops never make it past the base of the steep mountains, and Arstotzkan artillery can operate with impunity with such an extreme range advantage.  Battles tend to occur on the desert sands far below instead, where the combat is more even.  Air power is still generally even, with Moskurg able to edge out a small advantage with their control of the weather and the ability to use lightning strikes on distant air targets.  Melees still also go to Arstotzka, whose longer-range rifles can control the open terrain and score kills long before the two powers close for pitched combat.  Their Valkyrie transporters can rarely land behind the Moskurg lines, though the flanking advantage is still blunted thanks to their poor suitability.  Moskurgs native naval advantage is more pronounced, but landing troops need to close in to make good use of their Lightning Rifles and halberds. 

Arstotzkas bonuses to open terrain outweigh Moskurgs capabilities, and by the end of the year they manage to regain a foothold in the desert far to the south.

Arstotzka regains a foothold in the Desert.


Much like the desert, Arstotzka makes good use of their artillery advantage.

Moskurg struggles to match them in the static trench warfare that's taken over the eastern half of the continent.  Tornadoes have poor effectiveness against dug-in trenches, and lightning strikes likewise struggle to a lesser degree.  Arstotzka's longer-range rifles also help here, and their HAC-1's are crucial to trench defense.  Moskurgs only advantages here are their superior communication, their slightly better flanking bonus, and their ability to communicate far more easily than Arstotzka with their cumbersome flares. 

The Protector, as always, fails to make much of an impact.

Sadly, Arstotzkas new Firestorm has a similar effect.  With the terrible accuracy and inability to operate for extended periods of time, it serves only to occasionally harass Moskurg troops.  It's not terribly effective, but Arstotzka's design team is quick to point out that none of them were lost due to hostile actions.

Combat is still mostly determined by artillery and airpower - with Arstotzka making advances with respect to their artillery advantage and having advanced already last year, that simply helps to cement their advantage in this field.  Moskurg manages to coordinate their retreats with their Shortwave Teletalk wands, mitigating their losses.  Phoenix transporters are useful with evacuation, able to pull out surrounded troops (as long as the Skyskiffs can keep enemy Lightnings at bay).  The Lightning Rifles are surprisingly good at trench defense, with their explosive capabilities able to kill advancing Arstotzkans once they've closed in far enough.  Even once the trenches are overrun, many soldiers ditch their unwieldy halberds to use the rifles exclusively, as the shorter length and ability to blast off arms and legs despite armor (breastplates and helmets are too sturdy to crack) is well-appreciated.  The last calvary charge of the war happens this year, cementing their obsoletion.  A brave Arstotzkan charge is met with disaster as the relatively less-armored horses are torn apart by a barrage of Lightning Rifle blasts, earning the weapon the nickname "Horsekiller".

Still, despite their limited success, Moskurg is forced back and cedes a section of the plains to the northerners.

Arstotzka gains another section of the Plains.


In the northern seas, Arstotzka's improved artillery doesn't have a pronounced effect, as combat is still primarily determined by air forces - Moskurgs navy is virtually nonexistent as they rely almost entirely on air ships. 

Moskurg managed to press their advantage last year, and with their improved communication thanks to their Shortwave Teletalk, they can more firmly flank and coordinate their attacks.  Arstotzkan Crystalclads sink to the bottom of the ocean and countless Lightnings splash down.

Moskurg gains another section of shoreline in the Northern Seas


And now, for the combat report everyone has been waiting on.

The Siege of Arstotzka's Capitol.



The main section of the capitol is surrounded with earth-work walls; wooden palisades backed by dirt and stone around a natural hill to create a plateau-style raised city.  The rest of the city spills out over these walls; mostly wooden homes, with the occasional stone shoring for a foundation.  The docks extend northward into the frozen sea where the majority of their fleet is crouched, having lost most of their shore bases to the Moskurg invaders.  Civilians have mostly evacuated or pulled back behind the walls, and the entire city holds its breath as the oil smoke to the south creeps ever northward. 

To the south, the Moskurg army marches through the snow, kept mostly warm by their temperature-controlled adamantium armor, which is good for little else than the warmth it can provide.  Arstotzkan Anti-Mages hide in trees and crouch in snowbanks to ambush the approaching invaders, but Moskurgs Mindsense spell shows its worth here.  Non-magical ambushes and traps can already be sensed, and with the ability to detect enemy minds (or more appropriately, the anti-magic shield around enemy minds) these ambushes invariably end in failure.  The new Firestorm makes a valiant effort to bomb the approaching troop columns, but only a few of the grenade-sized bombs actually hit enemy targets.  Far more freeze at the high altitude and explode, crippling the craft and sending them limping back home.  Arstotzkas most effective means of delaying the encroaching army is by making intelligent use of their artillery; most guns have been pulled back to the capitol to help prepare for the defense, but smart generals use their knowledge of the local terrain to figure out where the Moskurg army will be passing through to set up artillery ambushes.  Too long-range for Mindsense to detect, a sudden pre-dialed in artillery shell will land in the middle of a troop formation while making a difficult river crossing or passing through a mountain pass.  This does the most damage of all their delaying tactics, but the artillery pieces are invariably discovered and destroyed before they can escape.  The crews are captured and summarily executed.

Before long Moskurgs army reaches the outer edges of the city.  Empty farmhouses and snowed-in fields give way to humble shacks and halls with their doors swinging in the wind.  Moskurg loots what they can and continue their progress north until they are camped outside of the capitol proper, just out of range of the artillery on the walls.  Ivory towers dot the earthen walls, spewing cold and misery at the invaders.  Likewise, Moskurgs control of the weather buries the city in snow.  Neither side is particularly thrilled with the weather; Moskurg troops mix Alannar into their drinks to stay warm, and Arstotzkan's huddle beneath their leather gambesons next to their massive crystal cannons.  Guards on the walls man HAC-1's and stare into the treeline to the south.  Patrols along the hastily-dug trench go up and down the tree-lines, keeping a sharp eye out for northern ambushes or sallies.  Days go by in this tense stand-off as both sides prepare for the most intense battle the war has seen thusfar.

Finally, Moskurg makes the first move.

It's morning when the first Arstotzkan guardsman sees them; black specks rising up over the treeline.  The guards initially mistake them for birds.  It's an easy mistake, since the black dots are nearly impossible to see through the howling snow and wind anyways.  What gives them away is the sheer number; every Skyskiff, Phoenix, and Skyhawk in Moskurgs fleet rises up into position.  The alarm is sounded as the first artillery round slams into the city, annihilating a shoemakers workshop and sending splinters of wood through four nearby guardsmen. 

Lightnings scramble to take off, listing to one side as the wind increases in intensity.  Already those in the guards towers can spot a dozen tornadoes whipping up and curling towards the walls.  Arstotzkas air fleet skirts the snow-laden cyclones and blast off towards the encroaching airships.  Moskurg's floating artillery platforms get in a good number of hits - buildings crumble, and despite the snow a few fires break out in some of the older buildings.  Despite the damage the Skyhawks are doing, the Lightnings ignore them for now to focus on the more immediate threat; the Phoenixes.

A dozen Lightnings go down as their namesake blasts down from the sky, but enough get by to do their first pass on the giant tankers.  Turrets swivel and shake as the 20 mm rounds blast from the barrels and punch holes in the Adamantium armor.  Alannar leaks from bullet holes, and the craft begins to list as one of their engine nacells takes a round through the jet engines hidden within.  Lightning defense arcs off the craft, desperately trying to knock out a few of the attackers, but it's too late.  The ship tips and slides to the ground where it erupts into a truly awe-inspiring explosion - thankfully not within the city.  Skyskiffs rush forward to repel the counter-attackers, but once a Lightning starts moving they're hard to catch.  The Arstotzkans wildly wheel around and go after one tanker after another, managing to shoot down the last one just before it passed over the city walls.  Fire spills out onto the wooden palisade, but the earthworks behind it maintain most of the walls integrity.

With their focus mostly spent on the heavier airships, the remaining Lightnings soon find themselves out-numbered by Skyskiffs.  They make good use of high-speed passes to score hits, but before long most of Arstotzka's airforce and Moskurgs flying heavy weapons are downed.  Skyskiffs make do with what they have left, striking as many of the artillery emplacements on the walls as they can to make way for their army.  Moskurg troops on the ground turn their eyes skyward nervously as crystal and adamantium comes raining down, but few are actually hit.  Once it comes time to march their eyes drop back down to the walls in the distance.  Smoke curls over the city and distant booms echo across the snowy field littered with airship wreckage.  Fear claws at the heart of every man, until he rides past.

"Bravery!  Have heart, for today we destroy these Arstotzkan heathens!!!"

al-Mutriqa, sitting astride his his adamantium jet engine, raises his golden mace.  His purple cape swirls in the snowy breeze, and the cold win claws at his gray beard.  Even despite the wrinkles lining his face, his eyes burn bright with a religious fervor.  His Wand of Heroism inspires every man he flies past, but the effect is fleeting - until Hayat follows close behind.  Though brutally scarred, she is no less inspiring to those who see her.  Moral improved, the infantry commander gives the order and Moskurgs army charges for the walls.

The Skyskiffs and Skyhawks did their best, but a few cannons still stand proudly atop the walls.  An Arstotzkan standard waves next to each one, and an HAC-1 gunner stands close by.  As soon as the Moskurg army steps out of the treeline the cannons all erupt with a deafening roar.  Shells explode in the distance, sending men and limbs flying.  Myark stands atop the wall to the west, R1 in hand as he takes careful aim.  The most valuable targets go down first; mages carrying pavise shields.  Then commanders, then just whoever happened to be closest.  He works quickly, fury barely contained as he works the bolt like a flywheel.  His Wand of True Light causes those closest to the wall hesitate, only to be caught by his rifle round.

Bjorn stands atop the walls further to the east, bravely fighting despite the apparent danger.  Unlike his mentor, his fury is not contained; fireballs erupt from the palms of his hands, and with a horrible scream he hurls them to the south.  Moskurg soldiers burn in the distance as his fireballs take out whole squads.  Even his fellow soldiers look upon this God of Fire with fear.  Bjorn raises his hands and a wall of flames climbs out of the snow, catching a dozen Moskurgers in the blast.  It's a spell that only a group of mages can cast, but the prodigy does it all on his own.  Numerous Moskurgers burn as they stumble through the wall, some even turn tail and flee, but most stall and look for a way around.  Like an arrow from above, Hayat drops out of the sky atop her jet and crashes into Bjorn.  The two go tumbling further into the city where they disappear from view, and the wall of flames dies down.

They take heavy losses, but Moskurg manages to make it to the walls.  Infantry men go clambering up the frosty soil of shattered barricades with rifles in hand.  At this close range the Lightning Rifle is more effective than the R1; though it can't compare for range and accuracy, the powerful blast of a Lightning Rifle can take out a soldier or two all on its own.  Screams from both sides fill the city as fighting spills over the walls and into the streets.  Mindsense turns out to be a surprisingly effective tool at hunting down Arstotzkan troops and launching impromptu-ambushes.  Mindsensing groups of Moskurg mages direct squads of infantry into buildings or down alleyways, catching Arstotzkans by surprise.  The few Skyskiffs that remain circle overhead, attacking targets of opportunity where they appear.  Far to the south, Moskurg artillery wheels forward as fast as they can for the final assault on the palace now that the wall defenses have been taken care of.  An explosion rips through the western market district as al-Mutriqa and Myark find one another and continue their decades-old rivalry.  Fires engulf entire buildings as Arstotzkan mages abandon R1's and crystal axes to hurl fireballs at anyone they can see wearing Adamantium.  Moskurg commanders direct battalions through sectors of the city through use of their Shortwave Teletalk wands, which prove to be invaluable here. 

Before the day is over Arstotzka's remaining forces have drawn back to the palace and Moskurg's ragged troops have taken up defensive positions in what buildings haven't been burned down.  The city is in ruins; the Crystalclads all sit at the bottom of the harbor, the Crystalworks is a smouldering pile of charred wood and melted circuits, and the streets are cratered and littered with tangled bodies dressed in red or blue.  Moskurg has moved their Thunder Guns into position and prepare to shell the palace, where defenders crouch in windows with R1's in hand.  If taking the city had been a difficult, then storming the palace would be a bloodbath.  Moskurg soldiers grip their Lighting Rifles tightly and count their remaining shots, and Arstotzkans soldiers test the blades of their newly-reinforced crystal axes.  Neither side expects this final push to be easy - that's why it comes as a surprise when the Arstotzkan King steps out of the doors of the palace and waits patiently.  A few minutes go by before a Moksurg commander and a dozen guards approach.  All eyes are on this encounter; few people can hear what muted words the Moskurg commander and the Arstotzkan King exchange, but after a moment the two part ways.  Word soon gets out - Moskurg soldiers whisper conspiratorially about how the enemy King wished to surrender, and Arstotzkans mutter darkly about their cowardly leader who dared to yield to the enemy. 

Night falls, and the official announcement is made.

The war is over!

-standby for the postwar report-
Title: Re: Wands Race - [Moskurg]
Post by: Detoxicated on September 17, 2017, 08:36:19 am
Long live moskurg
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on September 17, 2017, 10:26:26 am
I can only say: I told you so.

We should've gotten armor, and more lightning would've meant more destruction of hostile aircraft, which would've made our airships survive, which would've lead to artillery support being FAR, FAR better than it was.

But hey, at least we won.
Title: Re: Wands Race - [Moskurg]
Post by: Egan_BW on September 17, 2017, 12:28:21 pm
And if we would have done your stuff, we would have at least lost! ;P
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on September 17, 2017, 01:00:13 pm
How?
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on September 17, 2017, 05:41:53 pm
The year is 949, and the war is over.

It's been nearly a century of combat, whether it was light skirmishes against unsuspecting villages, coastal raidings by longboats, or actual troop columns marching down country roads toward enemy strongholds.  It's been almost a century, but only 39 years since the discovery of magic fundamentally changed the nature of war.  In that time both sides have seen the standard sword vs spear clash of troop lines give way to the terror of artillery shells from miles away.  Calvary charges were obsoleted by the invention of rifles by both sides, and ships that literally swim through the air above have seen to it that men no longer stand above ground but in trenches when they can manage it.  Whether it be fire or lightning, magic has taken hold of the continent and reigned supreme over the abilities of the mundane mortal man.

We find ourselves now in Arstotzkas Capitol.  It's been two days since the Arstotzkan King surrendered, and in that time both sides have been tending to their wounded.  It's not uncommon for soldiers to stumble around on crutches, or lay quietly in cots with their faces swathed in bandages.  Many grumble darkly about magic - even Moskurg soldiers who openly admit that their mages were crucial to winning the war lament that even though the wizards can call down lightning from the sky, they can't regrow an arm or heal a burned face.  At the very least with the war ended the skies remain clear and sunny, and Arstotzkan Dogwood mages make their way to fields under the escort of Moskurg soldiers to replant the frozen crops.

Rumor has spread about the nature of the Kings surrender - the Moskurg Sultan himself is traveling north to accept it in a grand ceremony, some say.  Others whisper that the King has challenged the Sultan to single combat to decide the ultimate outcome of the war.  Yet others still mutter darkly that the King and Sultan are planning to betray those who served them faithfully in some sort of "Battle of the Embassies", where the negotiations are to take place.  Many deride that last option as unrealistic, but all the rumors agree. 

Moskurgs Sultan is on his way north.

He arrives on the third day, stepping out of a massive Phoenix transporter with his entourage.  The cobblestones underfoot are still in disarray, and here and there blood remains frozen where the shadows hide it from the warmth of the sun.  Many buildings are charred rubble and the stench of gore mixes in with the lingering smoke, but most of the dead have been reclaimed and buried in the frozen earth - or shipped south for a proper Moskurg burial.  The Sultans guard flanks him protectively and escorts him through the streets to the Arstotzkan palace.  The city is still mostly deserted, but civilians who timidly returned once the fighting died down (or simply never left) tentatively poke their heads through the windows of their homes to view the procession.  One even has the bravery to hurl an insult at the Sultan - "Murderer!" - but he quickly disappears from view once he catches the guards attention.

Hayat meets her father at the doors of the palace.  She's bandaged - one arm seems broken, and her hair is singed - but she seems otherwise fine.  On-lookers watch as the Sultan quietly discusses something with his heir, who grows quite irate.  Her voice rises until she's nearly screaming at her father, but once al-Mutriqa steps in she falls into a sullen silence.  With the discussion seemingly finished, the group proceeds into the Arstotzkan palace.

Inside the grand hall they are joined with their former enemies.  The Arstotzkan King is flanked by Myark and Bjorn, who like Hayat seems unscathed aside from a bandage around his eye.  The two heirs glare at one another, mirroring the dark stares al-Mutriqa and Myark exchange.  Onlookers include the minor Arstotzkan Chief Sweyn Hardrada, Hayats younger brother Mehmed, and both countries Design Teams.  After a brief, courteous introduction, the King and Sultan disappear into a conference room for a more private discussion, leaving the rest to mill about in the grand hall.

Some time goes by - Moskurger and Arstotzkan rarely interact, preferring to remain with their own comrades and stare daggers at those across the room.  A few attempts at diplomacy are attempted, however.  Some Moskurg designers approach the Arstotzkan team to ask what possessed them to design a high-altitude tactical bomber for city defense, and are promptly met with accusations of stealing their rifle design.  A few more cordial discussions occur, with Moskurg mages and Arstotzkan mages discussing the nature of magic and how their magical developments compare and differ in many aspects.  Moskurg magic tends to rely on "Divine Favour" from their god, which produced jumbled but surprisingly elegant spells.  Arstotzkan magic relied on an in-depth understanding of the underlying threads and how to weave it together to create spells that were limited, but highly effective in their intended purpose.  Myark and al-Mutriqa nearly engage in another duel right there in the hall but are dissuaded by onlookers.  Hayat and Bjorn do not talk to anyone.

After a surprisingly short time the leaders of Brave Moskurg and Glorious Arstotzka return.  All eyes in the hall turn towards them as they together stand at the top of the dais.  For the first time, everyone gets a good look at the two venerable rulers.  Wrinkles line every spare bit of flesh on their faces.  Beneath their silk and furs it's apparent their limbs are thin and frail, and their eyes betray the weariness of old age.  Neither had been a young man when the advent of magic took to the field, and nearly four decades of non-stop fighting has taken its toll.  Even Myark and al-Mutriqa had magic to rely on for when their strength failed them, but these two old men had nothing but the burden of rule and the fate of their kingdoms to keep them going.

"After much discussion..."

The hall falls silent as the Moskurg Sultan speaks.

"...we have reached an agreement,"

finishes the Arstotzkan King.  Muttering fills the hall but dies down when he lifts his hand.

"For too long have we fought one another.  Brave young men have entered and left this world and never known the joys of peace.  Only the flavorless bile of war have they enjoyed.  My son - "

Bjorn straightens up and looks at his father with his one good eye.

" - was born into an age of magic and war.  And he nearly left it in defense of his home, like so many others have already."

"And my daughter Hayat knows no such thing as peace in her short life time, either.  The time has come for our two realms to make peace with one another; a peace that will last not just this lifetime, but every lifetime from now until the end of time."

More murmurs.  Bjorn and Hayat shift uncomfortably, clearly not happy with where this discussion is going.  Myark glares at his king with barely contained fury, and Chief Sweyn Hardrada shakes his head slowly.  al-Mutriqa watches along with an open curiosity, and Mehmed stands by impassively.

"That is why it is only fitting we secure the end of this war with a celebration of continuing life.  Hayat and Bjorn...will marry."

The rest of the announcement went by quickly, with the details explained over the protests of both Bjorn and Hayat and almost everyone else in attendance.  The marriage would be matrilineal, to reflect Moskurgs victory during the war.  Their children would inherit both kingdoms and unite them into a single Forenia.  And finally, the marriage will take place in Arstotzkas capitol within the week, lest those that attend forget the devastation brought on by war.  Most of the preparations go smoothly - it was odd to be preparing for a wedding whilst burying bodies at the same time, but a special harvest is grown and decorations are prepared.  Neither of the engaged seemed particularly thrilled with the prospect of marriage, but even despite their protests preparations continued all the same.



The Sultan has met with you, the Design Team.  He seems weary, but for the first time since you've known him he seems hopeful.  He weathers dirty looks on a daily basis from those furious he would accept surrender and "betray" the kingdom to the beasts to the north, but his rule is law and no one dares speak out against him openly.

He confides with you all that he fears the wedding will not go as smoothly as he would hope.  There are too many dissenters, and the fact that both heirs will be at the wedding along with most of the leadership represents a huge risk.  He asks that you do your part to protect young Hayat and her husband to-be against all threats, and has authorized each member to develop their own spell or device to facilitate that. 

Later that very same day, a meeting of like-minded individuals assembles in a dark room outside of the palace.  It is Mehmed and his supporters; some of whom are members of the Design Team who spoke with the Sultan earlier that day!  His words confirm what the Sultan feared.  With those that attend, he quietly plots the downfall of the cowardly King, the weakling Bjorn, the scorpion Sultan and impulsive Hayat. His sister is not fit to inherit the kingdom, he argues, and with her marriage to Bjorn she will lose all right to the throne.  The marriage may be matrilineal, but all will know that their children will truly be of the north.  They will strike during the wedding and decapitate the leadership of both sides, installing Mehmed as the new leader of Moskurg and continuing the war until the Arstotzkan devils have been erased from the earth.  The plotting goes into the night, and the members all leave in hooded robes and disappear into the dark.

Each player may PM me 1 Design, a Plan (if any), and which Faction they will be fighting for.  They will receive 1d6 (no bonuses or penalties) roll in the next report judging the effectiveness of their actions.  Limit of 1 PM per player; choose wisely, as you cannot change your actions later.  Next report will be in 3 days.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on September 23, 2017, 08:29:32 pm
The Blue Wedding.

A week goes by as preparations for the royal wedding are made. 

During this time, the majority of the armies are withdrawn from the field and march home.  For Arstotzka, entire battalions, platoons, squads, and even single war-weary soldiers by themselves trickle back north to their homes in the capitol.  Dismay is visible on each mans face as they come home to smoke, ashes, and wreckage.  The war is over, and for many of the defeated they wonder if there was ever really any point in the fighting in the first place.  Moskurg's remaining forces likewise march north on the orders of their Sultan, with the claim that they were to assist in the rebuilding of the city.  While the soldiers do assist, it's fairly obvious their attendance is more mainly a peace-keeping effort than one of reconstruction.  One by one the remaining fires are stomped out and the smoke that hung over the city like a terrible miasma dissipates in the magical wind.

Reconstruction goes surprisingly quick; though they're without their famed Crystalworks, Arstotzka's mages manage to quickly erect crystal houses for the displaced.  Moskurgs temperature-controlled adamantium finds use as a cheap metal to replace cooking ware, nails, and even as an experimental air conditioning unit.  Mages plant crops and power windmills, and the city slowly rebuilds.  Despite the cooperation, things are not all that cordial between the two sides.  Fights break out nightly at the one remaining ale house, and one particular scuffle in the streets ended in fireballs and lightning strikes that destroyed a block of newly-constructed buildings.  Both Arstotzka's King and Moskurg's Sultan do their best, but with both armies packed into the city they find it difficult to keep a tight leash on their men.

After much debate, it's decided the wedding will take place at the palace, as the few churches in the city are piles of ash and Arstotkza wasn't terribly religious in the first place.  A few concessions are made to reflect the nature of the alliance, resulting in a mix of both Muslim and Pagan marriage rituals that are debate down to the smallest detail.  Neither heir is thrilled with the prospect of marrying the enemy, but each still prepares themselves for the wedding.  Both are loyal to their country to a fault, and though they may not like it both Bjorn and Hayat agree a wedding is better than the alternative - but only just. 

By the end of the week the city is looking to be in considerably better shape.  New buildings poke out of the rubble like sprouts through a fresh snowfall, and most of the wreckage has been cleared away.  A hastily erected crystal bell tower rings adamantium bells as the wedding begins, announcing to the all those in ear-shot that the alliance between the two kingdoms will soon be cemented.  The palace has been swept and polished, the tables filled with food and drink, and the throne room packed with cobbled-together pews for those in attendance.  Guests trickle in and take seats on their respective side - Moskurg on the eastern side, Arstotzka on the west.  Guards decked in adamantium and full crystal plate stand at attention at every door, rifles in hand.

The throne room is mostly timber, with arches reaching far overhead holding up the ceiling in a way that was surely impressive before the advent of magic.  Gray flagstones line the floor, reaching up to the raised dais at the far end of the room where Arstotzka's high-back oak-timber throne sits.  An impressive stained-glass mural fills the wall over the throne with an image of a red tree against a blue ocean background; only a few piece of glass have been knocked free, which is quite impressive considering the brutal shelling the city took.  Anyone who's important takes their seats in the pews facing the dais, and the rest of the rabble fill the balconies in the wings of the room.  Sunlight streams through the glass, illuminating Bjorn in the red light of the tree.

He's dressed finely - expensive furs sit over top a traditional steel hauberk with soft red fabric padding.  Despite the steam of his breath, the young berserker is positively sweltering under the piles of furs he dressed in.  Perhaps it'd been an attempt to hide his relatively frail frame, or perhaps his dresser had been overzealous in bedecking the heir for this historic marriage.  Whatever the case, the outfit did little to improve his temper and he stood on the dais in a dark silence.  A band in the back of the room begins to play, silencing the gentle murmuring of the crowd.  Eyes turn to the back of the room, where Hayat enters.

Her gown is blue cotton, going up over her head with jewelry adorning every available surface.  She looks positively uncomfortable wearing a dress; she steps on the fabric once or twice as she makes her way to the dais over a trail of freshly-grown rose petals.  Henna patterns snake up her arms, and a veil covers her face.  It was an obvious attempt to hide the disfiguring scars she'd obtained during the war.  Even despite the veil, those who've never met the woman before mutter to one another over the shocking appearance.  Hayat takes her place next to Bjorn, standing in the blue light of the ocean.  The band falls silent, and al-Mutriqa takes his place on the dais.

He brings with him an old, worn copy of the holy book, and after some preamble goes on to read the first chapter to those in attendance.  He delves into tangents once or twice, usually about the battles he'd won on the field in service of Allah.  Myark, sitting in the front row, interrupts to correct one detail - specifically how al-Mutriqa had actually been defeated in that battle.  The sermon quickly derails into a shouting match, then childish insults, then a quick bit of magic that blows a chunk out of the dais.  Guards intervene, and the sermon continues with both heroes pointedly avoiding eye contact.  Bjorn and Hayat stand by quietly, stone-faced and white-knuckled.

Finally the time comes.

"Bjorn, what dowry do you offer as your bride-price?"

Bjorn looks sick, but after a moment he swallows and speaks. 

"I offer my inheritance to her children.  The Kingdom of Arstotzka, to be ruled after my death."

Murmurs fill the throne room, mostly from the Arstotzka side.  Some movement occurs on the upper balcony, but it goes largely unnoticed.

"Hayat, this man stands before you for the sake of marriage.  Do you take him to be your husband, for now and always, in this life and in the next?  You must answer thrice."

Hayat looks no better than Bjorn, but still finds the strength to speak.  There's some muted conversation up above, and people have begun to notice.

"I do."

The conversation has grown louder now, and a few people in the crowd stand up. 

"I do."

An alarming number of the guards in attendance suddenly move out of position.

"I d - "

"TRAITORS!"

A shot rings out from the balcony above, and the resulting arc of lightning jumps down towards the dais.  It curves at the last minute - perhaps a limitation of the design, or even divine favor - but it hits the wooden throne with a deafening crack!  It explodes into a shower of splinters, knocking over the three on the dais.  The throne room dissolves into shouts and thunderous gunfire as that particular balcony is torn apart by lightning and rifle rounds.  It was an ambush! 

"DEATH TO THE TRAITORS!" 

Attendees and guards have begun fighting - some with curious blue or red bandanas tied around their upper arms.  Blades, rifles, and wands have come out now, and the throne room is filled with the screams and blasts of fire or lightning.  The Sultan and King have stood up now and made progress to the dais where their children lay prone, but they don't make it far.  Mehmed, who had been sitting next to his father, grabs him by the arm.  Without a word his adamantium dagger stabs into the old mans belly.  His father falls to the ground and Mehmed turns to the crowd, holding the bloody dagger aloft.  "The Sultan is dead!  Now begins the reign of Mehmed!"  Those wearing blue armbands cheer, and guards wearing adamantium hesitate - Mehmed is a kinslayer, but does that make him the new Sultan?  Hayat groans on the floor behind him, and their decision is made.  Mehmed disappears into an adjacent hall as lightning bolts suddenly arc out from a half-dozen rifles and tear apart a thick wooden pillar.

The Arstotzkan King makes it another step at least, before a rifle round catches him in the back.  He falls to the ground as Hardrada calmly chambers another Magegem.  The King struggles to push himself back up, but Hardrada coolly steps on the small of his back and pushes him back down.  "Weak."  He takes careful aim, and ends the King's reign.  "The King is dead!  By the right of Strength do I claim his throne!"  This earns him the cheers of those wearing red armbands, but a sudden gout of fire passes over his shoulder.  Bjorn is back on his feet, but only barely.  His eyes burn with fury, and Hardrada turns to deal with his new adversary.

This all occurs in a matter of seconds, and only now do the members of the design team in attendance manage to gather their prepared weapons and react to the chaos unfolding around them.


Egan_BW: [3]
You were sitting in the upper balcony on Moskurgs side when a shitstorm of rifle fire blows apart the balcony a few feet away from where you're sitting.  The gunman you'd failed to notice rains chunky salsa all over you and everyone next to you.  You knew it!!! You'd prepared for this eventuality - that's why you handed out your brand-new Single-Action-Allah out to every Moskurg guard in attendance.  As a six-shooter that uses a rotating cylinder and miniaturized Wands of Thunderbolts, the SAA acts as a shortened rifle that can fire six times in rapid succession.  It's impossible to reload in a timely manner though, and the fact that you gave one to every guard in attendance means even the Moskurg traitors have it.  The palace is filled with deafening cracks of lightning, blowing apart the wooden pillars lining the room.  You're not concerned with that, though; you spy Mehmed fleeing through a doorway.  That traitor will not get away with this!  You leap over the shattered banisters and chase after him.  Continue to Pursuit of Mehmed below.

Crazyabe: [4]
Your time in the forge has been well-spent.  You've built a statue of al-Mutriqa himself - from his younger years.  This is an exceptional Adamantium statue of al-Mutriqa.  The item is an exceptionally designed image of al-Mutriqa the Moskurg Hero and a fig leaf.  al-Mutriqa is striking a menacing pose.  The fig leaf is making a plaintive gesture.  The artwork relates to the duel between al-Mutria the Moskurg Hero and Myark the Arstotzkan Hero during the late-spring of 943 during the War of Forenia.  The fig leaf was an after-thought, but every tasteful nude statue should have some modesty.  al-Mutriqa agreed - if you were going to smuggle it into the wedding, it'd be best if it didn't weird out the guests too much.  Unbeknownst to everyone else, you've applied some pretty hefty enchantments to that bad boy, giving it its own limited sentience.  Right now the statue sits in a pile of other wedding gifts a few rooms over, primed and ready to protect the Sultan and Hayat...once it sees them.  Meanwhile, you are trampled to death in your attempt to hide under a nearby pew.  Hopefully the statue will be able to do all the fighting for you... Continue to Pursuit of Mehmed below.

Taricus: [2]
Somehow you managed to get yourself integrated into the guards, wielding your own special brand of armor.  Gleaming adamantium, with enchantments engraved into literally every available surface.  Your straight sword and heater shield look hilariously out-dated compared to the guns clutched in every guards hands.  Most people look on dubiously at your claims that it's the "Armaments of the Hero", and intelligent to boot.  When the fighting breaks out, you're one of the first people to make your way to Hayat, and one of the last to reach her.  Turns out your self-designed armor is a bit bulky and hard to move around in, but it does surprisingly tank a stray lightning blast without cooking you alive.  Continue to Pursuit of Mehmed below.

Kadzar: [6]
Much like Taricus, you managed to get yourself integrated into the guards, wielding thick leather gloves and falcons rather than sword or rifle.  These are specially trained falcons - Defender Falcons, with the sole intent of protecting Bjorn.  One sits on each shoulder, one on each forearm, one on each wrist, and one on your head.  It's getting pretty difficult to hold them all up, but once bullets start flying you know you've made the right choice.  "Fly, my pretties!" you scream, and throw all seven falcons towards Bjorn.  Continue to Duel of Bjorn and Hardrada below.

Kashyyk: [5]
You sit in the pews, a few rows behind the Sultan.  You're decked out in a full adamantium kit, replete with sabre, pavise shield, a dozen firestorm grenades, a bandolier of Wands of Thunderbolt, and your own custom-designed "Lightning Repeater Rifle™".  You take up quite a bit of space on the pew, but once bullets start flying you're glad for all the equipment.  You see the King and Sultan fall - when Mehmed flees and Hardrada stays, it's a tough choice, but you ultimately decide to chase after Mehmed.  He is a traitor, and he will not get far! Continue to Pursuit of Mehmed below.

Nuke: [4]
While other spent the week preparing their various little spells and tricks and weapons, you mediated and prayed.  Your spell - Allawm Bila Rahma: "Merciless Consume" - will likely be your last, and so you've needed to steel yourself for what's to come.  When the traitors strike and the fighting breaks out, you don't cast right away.  You'll only get one shot, and you don't want to blow it too early.  You pull back to a far corner of the room, preparing yourself for the grand finale of what's to come.  Continue to Duel of Bjorn and Hardrada below.

Sensei: [2]
A relatively new addition to the design team, you managed to somehow snag a seat in the front row.  You're sitting with the Arstotzkans, though no one can rightly say if they've ever seen you in the design room before.  As soon as the first blast of lightning hits, you're up and running, preparing your specially concocted spell for this exact situation.  Already a bubble shield is forming around you - designed to deflect attacks and protect anyone inside it.  With any luck, you'll be able to save one of the heirs before their death can plunge the continent into another four decades of magical warfare.  Continue to Pursuit of Mehmed below.

Andres: [6]
They called you crazy.  "It'll never work," they said.  "It's too top-heavy, why not give it treads instead?"  Hah!  Like they would know.  "Why did you replace the hands with cannons?  Why not actual hands?"  Those people had no knowledge of warfare, not like you.  Your weapon is a giant crystal mech - made of gleaming crystal that shined bright in the sunlit snow, it stands under a blanket in a shed a block away from the palace.  As soon as the fighting breaks out, you're out the door and sprinting down the street to where you've hidden it.  "The King is Weak, Hardrada is a Traitor, the Sultan and Hayat are even worse - Moskurg!"  You arrive at where you've hidden your weapon away and clamber inside.  This is going to be one interesting wedding... Continue to Duel of Bjorn and Hardrada below.

Madman: [2]
Really, who didn't see this coming?  You practically predicted this rebellion happening in your sleep, and that's why you've got a spell prepared.  Quickly, you drop to your knees and pull out a bit of chalk.  It's kind of hard drawing a spell-circle while people fight and clamber around you, but you manage to get a semi-round shape on the ground and begin your prayers.  It'll take you a few seconds to gather the necessary magical energy to fire it off, but once you do this should all be over.  If only the Sultan had taken your advice and made it illegal to have murderous thoughts - that would have made things so much easier!  Continue to  Pursuit of Mehmed and Duel of Bjorn and Hardrada below.

RAM: [2]
Damn Moskurgers!  You can't trust them - no loyalty.  Slaying their own Sultan?!  What barbarians!  Luckily, you've prepared your own little retort to their disgusting religious magic.  The Gray Crystal Goo - an insidious little spell that literally eats Moskurg magic.  You quietly slip a small crystal seed out of a metal tin in your pocket.  You crush it, then toss it in the air.  You've done your work - now it's time to leave.  Continue to Duel of Bjorn and Hardrada below.

BBBence1111: [5]
You are a foreigner, from a land far across the sea.  Drawn to the continent by tales of magic, you found a place among Arstotzka with your impressive knowledge of mathematics and a latent magical talent.  Now you are cursing your luck - the side you picked lost!  Clearly there is only one thing to do.  You've conspired with Hardrada and secured a position for yourself as a member of the High Command that will come about once the revolution is won, and as such you spent your time developing a more potent form of Arstotzka's staple fire magic.  Named "Pyre", it is a green, insistent fireball that takes a page out of Moskurgs book of Alannar.  The fire simply refuses to go out!  Tendrils of green flames snake along your arms as you pool your magical ability and prepare for the fight ahead.  Continue to Duel of Bjorn and Hardrada below.

Zanzetkuken: [1]
Chaos simply for chaos's sake is your goal - you've been delving into things you shouldn't have.  You've stared into the abyss, and the abyss handed you an instruction manual.  The war must continue; and now there are three (possibly four) factions to keep the fires burning!  Too many important players are here right now, though, and if they fall, the game is all over.  Laughing madly, you begin casting your Dimensional Portal to replace those who are about to die with exact copies of themselves from other dimensions.  Why you are doing this isn't exactly clear, but it's not terribly important.  Midway through casting the balcony beneath your feet gives out and you go tumbling to the floor.  Your spell is interrupted, and rather than pluck others from this dimension and send them away, you yourself land in another world!  You stand up, only to realize the terrible mistake you've made - the door closes behind you.  You're all alone in the worst dimension possible - the "Cannala Dimension".  You die instantly.

Jilladilla: [3]
You've spent some time developing further Arstotzka's original concept of the "Crystal Lance".  With the foundation laid out for you, it's pretty easy to hammer out the finer details.  Your Lance is now self-generating, and with the HonestStrike integration it will home in on any target you throw it at!  You've taken up position on the upper balcony, and once the fighting breaks out you waste time.  Instantly you begin conjuring and throwing crystal spears at anyone who happens to be wearing a bandana, be it red or blue.  Loyalty to Forenia! Protect Hayat, protect Bjorn!  Continue to Duel of Bjorn and Hardrada below.

VoidSlayer: [4]
You've spent your time working on something more immediately useful (albeit more morbid) than your cohorts.  A healing wand, that relies on the same principle as the dogwood wands.  Made out of a finely-carved human thighbone, you've already tested it on maimed soldiers with varying degrees of success and consent.  You've been able to regrow arms, legs, eyes, and fingers - some even with bonus "Vitality Tumors™" to ensure a long and healthy life.  When the heirs fall, you immediately leap from your spot in the pews and rush to their aid.  Continue to Pursuit of Mehmed below.

Happerry: [5]
You happen to be standing by one of the exits when the fighting breaks out, desperately trying to get past the guards despite having lost your invitation.  They don't seem to understand how important it is that you be allowed inside - the Sultan had specifically asked the design team to help oversee security during the wedding!  The guards - both of whom happen to be wearing curious blue arm bands - keep you at bay, preventing you from entering, but you can see what happens over their shoulders.  Mehmed, his blade deep in the Sultans stomach.  Your eyes grow wide as the depth of the treachery hits you.  Your goal had been to protect your ruler, and in that task you've failed.  But, you can see Mehmed running this way in an attempt to escape justice.  Your custom spell - Hero's Luck - fills your arms and legs with power.  You crack your knuckles and turn your attention to the guards.  You don't want anyone distracting you when you catch the traitor.  Continue to Pursuit of Mehmed below.

Light Forger: [5]
It was a risky procedure, but it was the best way you could think to protect your country.  You've built a glorious bronze statue, enchanted it thoroughly, then embedded a special crystal of your own design.  Then came the spell - Anima Retinentia.  Your mind escapes your body and anchors itself in the statue.  Your new body is strong, powerful, and much, much, much more handsome.  The joints creak whenever you move, but at least you can move; this had been a very real fear when developing the spell.  You leave your old body behind and quietly insert yourself into the pile of gifts for the wedding.  After all, what better gift than a life-long immortal servant?  Once the newly-weds unwrap their gifts, they'll understand just how useful you can be!  You only wish you were the only statue in the pile, since someone else had seen fit to gift an adamantium statue of a nude al-Mutriqa to the couple.  Oh well, you'll just have to prove how much more useful you'd be than that dumb lump of adamantium.  Hey, wait - is that Mehmed, running down the hall?  Continue to Pursuit of Mehmed below.

ChiefWaffles: [6]
Screw Moskurg, and screw Forenia too!  You're not going to live under the yoke of those southern oppressors, and you will certainly not pray to their disgusting god.  You and a group of like-minded individuals have concocted your own secret faction - the Vaulters.  Secretly, you and several others have quietly built the largest, most powerful crystal structure the continent has ever seen.  Named the VSC SS50 "Vault", it will put only the most loyal of all Arstotzkans far outside the reach of Moskurg.  It will put you in space.  This design has been a long time coming, and already most of the structure has been built in secret under the waters of the frozen harbor.  Designed to sustain 200 people indefinitely, the ship features a staggering amount of features that are too long to bear listing.  A set of powerful vacuum-certified engines are strapped to the base of the artillery shell-shaped craft, and even now you're strapping into the pilots chair and beginning the final countdown while your companions finish up the last few details.  Continue to Escape from Forenia below.

Andrea: [1]
You're far less skilled, but you help ChiefWaffles in the construction of the Vault.  He does most of the work, but you help, some.  You do a non-negligable amount of work assisting.  Probably.  As of right now you're sitting in the crew quarters, idly wondering where everyone is.  You told the other 195 passengers that you'd be blasting off today...right?  Actually, now that you think about it, did the secret messages you sent out say it was today, or next week?  You glance behind you, where supplies for 200-odd people sit stacked and secured.  Gosh, you sure hope they're gonna show up soon, or else this is going to get really awkward once the rest of you reach space...  Continue to Escape from Forenia below.

Helmacon: [3]
Your aspect of the Vaulters mission is more militaristic.  With your newly-designed space-capable V-ECT-0-5 dropship, you coordinate with other members of the Vaulter team to deploy armed forces around the city to raid Moskurg positions.  The new dropship handles like a dream; with the help of other vaulters, you raid various museums and historical sites for valuable artifacts to bring with you to space.  After all, it's important to maintain your history, after all.  "Go, raid the Moskurg guards!" you call to the other members of the vaulter task force.  "I'll take this load of paintings and carved stone statues back to the Vault.  Remember; we blast off this time next week!  Be back by then!"  You pilot your craft back to the vault and dock with a specially-designed airlock.  You'll unload this batch of artifacts, then go back to help with the raiding.  Say, what's that rumbling noise? It sounds almost like the vault is about to take off.  Continue to Escape from Forenia below.

Gwolfski: [2]
Your job in the Vaulter faction was the design and installation of the VSC-OBCP-1 teleporter; a rare and crucial component of the vault.  With this, you'll be able to instantaneously move supplies around, pull supplies from earth, and even bombard from orbit!  You're not sure it really works since you never got time to test it, but by golly you got it installed!  You've got a whole week to make sure it's properly working, so you're not too stressed.  Hmmm...that sounds almost like a countdown, doesn't it...?  Continue to Escape from Forenia below.

Fallacy: [6]
Your job was the most important of them all.  The Aetherfarm is a special farm based on the dogwood wands to feed the 200 or so people who will be living in space for who knows how long!  It's large, complicated, and it works perfectly. Even better, you've developed it so that you can insert circuit diagrams into the machine to dictate aspects about the crops you'll be growing!  You can mix and match crops, change the size, the flavor, the number of seeds produced, the color, and even the effects they'll have on the human body.  The Vaulters don't know what sort of crazy stuff happens to the human body in space, so that last detail is super important.  If people start growing three heads or getting sick, you'll want the food to be able to prevent those nasty side effects.  You quietly slot an extra circuit diagram of your own design into the Aetherfarms library and smile to yourself.  They wouldn't listen - your designs never saw fruition, but now?  Now is the dawn of a new era.  The others don't get a choice in whether your achieve your design goals now - not with your subtle control over their food source.  Continue to Escape from Forenia below.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on September 23, 2017, 08:30:03 pm
Pursuit of Mehmed
Mehmed flees the throne room, leaving the chaos of his actions behind him.  On the dais, Hayat is struggling to stand.  al-Mutriqa, himself used to the repeated blasts and explosions of open combat, stands before she does and helps his protege to her feet.  Instantly a half-dozen arcs of lightning target the two; apparently Egan_BW hadn't been very discriminatory when it came to handing out his Single Action Allah handguns.  Luckily, Sensei reaches the dais just in time.  His spell shivers into view just as the first bolt of lightning hits.  The bubble shield thrums as the bolt ricochets off and through the ceiling above.  The rest of the shots bounce off and land randomly around the room.  Splinters of wood and stone shower the dense fighting below, but the shield holds for now.  Voidslayer arrives next, eagerly waving his human bone wand. Without waiting for Hayat's permission he gives it a wave, instantly healing her broken arm and whatever other ailments she'd sustained from the exploding throne - sadly without any of the "healing tumors" the wand occasionally produced.  A few other loyalists make their way through the fighting to their new Sultana and form a defensive perimeter.  They can only do so much, though - Sensei's shield is showing signs of failing, and it can't cover everyone. 

"Mehmed!" Hayat cries, her hands curling into tight fists.  "After my traitorous brother - he cannot be allowed to escape!"

The group quickly retreats to the exit Mehmed had escaped through, just as Sensei's shield gives out and he's killed by an R1.  Happerry is standing by the exit, pinned against the wall by two of the revolutionary guards.  His spell - Hero's Luck - lets him dodge just at the last second to avoid getting stabbed with a halberd, but it's not very good for offensive combat.  Kashyyk's Lightning Repeater makes quick work of the guards, and the group charges down the hallway after Mehmed.  They pass through the gift room, where a bronze statue and an adamantium statue are in the middle of a brutal fist fight.  They were clearly enchanted, but must of somehow accidentally registered one another as hostile.  A few of the group pause to take in the spectacle, and al-Mutriqa gives a cheer as the adamantium statue lands a solid right hook on the bronze one.  The tide of battle shifts, however, when the bronze statue manages to sweep the legs of the nude adamantium al-Mutriqa and pry off its head.  The bronze statue gives a triumphant roar, only for Egan_BW to blast it to slag with his SAA sidearm.  The bronze statue had crystal insets, Egan argues.  It was probably an Arstotzkan.

Meanwhile, Mehmed has made it outside.  Screams, explosions, and the faint chink of metal-on-metal can be heard emanating from the palace, and the guards outside are all on alert already.  Mehmed approaches the commander and quickly reports - the Arstotzkans have conspired with Hayat to kill the Sultan!  Sack the city, kill his sister, and destroy any Arstotzkans you can find, he orders.  The Moskurg guards move quickly, and within minutes the fighting from the palace has spilled out into the city streets.  The city which had just begun to heal is now once again in flames.  The small group has some minor success in turning a few of the mis-informed soldiers to their side.  The fact that al-Mutriqa stands tall and loudly proclaims Hayat to be the true heir helps, but Mehmed's insidious lie has already taken root. Moskurgs fight Moskurgs fight Arstotzkans fight Arstotzkans.  Even worse is the sudden addition of lightning strikes, arcing down out of the blue sky and hitting indiscriminately.  Dozens are struck at a time, and no one is quite sure who's casting the spell. Taricus defends Hayat like a story-book knight.  His adamantium plate armor is slow and cumbersome, but nearly invulnerable.  His sword, as it turns out, is intelligent as he claimed.  It doesn't really do much besides scream in panic whenever he stabs someone, but it is intelligent at least.  Voidslayer does his best to heal the wounded as they fight their way to the command center set up just outside of the city, but he's in the middle of regrowing a pair of legs on an Arstotzkan soldier when he's mistaken for a traitor and stabbed through the back by a halberd.  Happerry uses his auto-dodging spell to avoid being shot or stabbed, but accidentally dodges off one of the still-intact walls on the edge of the city and plunges to his death below.  By the time they reach the command tent, only Taricus, Kashyyk, Egan_BW, and al-Mutriqa are still with Hayat.  Mehmed is nowhere to be found though, and Hayat blasts over a few tents in anger.  As her bubbled-over rage subsides, she looks up to see something unusual in the sky.  Without a word to al-Mutriqa or anyone else, she sprints to where her personal adamantium jet is stored and takes to the skies.

In the forest to the south, the last remaining Phoenix in the Moskurg army finishes refueling and rises into the air.  Mehmed stands at the prow with his hands clasped behind his back.  The crew have their mission - given to them by the son of the Sultan himself!  Slowly they drift over the city, their payload sloshing heavily in the tank.  Burn the city of traitors; that is their goal.  Without hesitation the turret gunner on the bottom of the ship begins spraying the city below, managing to coat much of the south side of the city before a stray fire ignites the slick.  The entire southern side of the city is engulfed in flames, and they move on to the next section.  Before they can cross to the northern side, they notice a fast-approaching speck above and behind.  It's Hayat!  The crew quickly scrambles to the defense and lightning bolts blast up and away at the heiress.  She's moving too fast, and the lightning arcs harmlessly past.  It becomes readily apparent that she's moving far too quickly to dodge - she's going to hit the ship!  The men scramble away from the soon-to-be impact site, and Mehmed watches silently as his sister crashes her adamantium jet engine into the side of the ship.  It tears through the tank, and a stray spark ignites the Alannar inside.  It explodes with shocking violence, killing Mehmed and the rest of the crew. After what seems like an eternity the adamantium shrapnel and flaming chemicals descend over the city in a blanket.  A small, dark spec floats down to the north - it's Hayat, having jumped free at the last possible second and using her control of the wind to slow her descent.  Even so, she's falling alarmingly fast.  The scarred, singed Sultana plummets towards the harbor far below.



Duel of Bjorn and Hardrada
In the palace, the fighting has spread from the throne room.  Hardrada has the support of a large faction of the Arstotzkan nobility, and the translated to a large chunk of Arstotzkan soldiers.  Myark is a whirlwind, having conjured crystal axes into each hand.  Traitorous soldiers in various states of crystal plate can't stand against him, though each kill leaves him moving a bit slower.  He's not as young as he once was, and it's starting to show.  This at least leaves Bjorn and Hardrada to fight uninterrupted; the bear of a chieftain has anti-magic gems hanging around his neck, leaving Bjorn without his magical abilities when close up.  Bjorn, surprisingly, is holding his own - a fallen R1 rifle is clutched in his hands, and though it doesn't have a blade he's managing to deflect Hardrada's blows as they come.  He's stronger than his frail frame would suggest, but distracted as he is he can't defend himself from other traitors, and Myark can't keep them all at bay - an opportunistic soldier with a red arm-band around his arm pops over one of the balconies above and fires off his R1 at the undefended heir.  Out of nowhere, a falcon swoops down just in time and catches the round through its body.  It falls to the floor as six more falcons descend on the would-be sniper, picking him up and carrying him screaming through a hole in the roof.  Jilladilla takes inspiration from the sniper and prepares a Crystal Homing Lance, aiming carefully at Hardrada.  He's attacked by a pair of revolutionaries in full plate, throwing off his aim at the last second.  The lance goes careening off through the room, blasting through RAM as he tries to make his way out of the throne room.  RAM explodes into chunky salsa, and all looks lost for Jilladilla - until BBBence1111 comes to accidentally save the day.  The guards prepare to strike, only to be engulfed in a sudden ball of sticky green flame.  It eats through their armor quickly and their screams die down equally fast, but the flames don't go out.  They leap eagerly to the wooden floor around Jilladilla, trapping him in the corner.  He begins to desperately blast apart the floor around him to keep the flames at bay.

BBBence1111 turns his attention to the duel going on in the center of the throne room.  Despite his disadvantage, Bjorn has found the time to slam another round into his R1 between deflecting strikes.  He fires from the hip, cutting through Hardrada's leg.  The chieftain roars, but continues fighting.  Madman, shockingly, is still alive, kneeling off to one side in a hastily-drawn chalk circle praying vehemently to Allah for "divine wrath".  His prayers seem to be working, as thunderous booms and cracks rip off like firecrackers outside the palace.  The ceiling of the palace - now partially engulfed in green flames - takes further damage as lightning strikes blast apart the roof.  One bolt manages to snake its way through a hole in the roof and hit Madman himself.  The crazed fanatic vanishes into a red mist of blood and white-hot plasma. 

The entire palace is falling apart now.  Flaming timbers fall from above, crushing a few soldiers as well as almost killing BBBence1111.  Myark, having killed most of the men who came with Hardrada, turns to his protege.  Myark is streaked with blood and gore, but not all of it is his enemies.  Panting, he watches as Bjorn fires off another R1 round through Hardrada's shoulder, knocking the traitorous chief to the ground.  Bjron calmly loads another round as the palace burns down around him, his blood-red eyes focused on the man lying before him. 

"Hardrada," Bjorn calls over the crackling of flames. "You've betrayed your King.  You've attempted to unrighteous seize the Kingdom of Arstotzka for yourself.  And you've killed my father.  For this, I sentence you to death."

The chieftain spits a wad of blood and gives Bjorn a red-streaked grin.  "Do it, then."

Bjorn lifts his rifle and calmly aims the barrel at Hardrada's head.  Green embers trickle down around the two as the Kingdom burns around them, and Bjorn places his finger on the trigger.  A boom outside the palace vibrates the remaining support timbers, and the ceiling creaks ominously.

A sudden explosion rips through the stained-glass window!  Standing there, silhouetted against the setting sun, is Andres in his giant crystal mech.  He lifts one giant mechanical arm, and an HA1 round explodes out of the barrel and wipes out an entire squad of traitors on the upper balcony.  He cackles wildly, swinging his other arm up and blasting apart a fallen support timber that had trapped Jilladilla.  For Nuke, this is what he'd been waiting for.  An Arstotzkan super weapon?  Now is the time for his special spell, the one he'd been saving this whole time.  "Allah, lend me strength!  I call upon Allawm Bila Rahma: Merciless Censure!"

Pure, divine light engulfs Nuke.  Lightning crackles down his arms and legs, amplifying his own natural magical ability as he becomes a living avatar for his God's wrath.  Andres, his HA1 arm automatically reloaded, quickly aims and fires a KPD-powered explosive shell at the threat.  Nuke raises his hand and catches the shell in an aura of blue lightning, spins it around, and easily fires it back.  The shell explodes against Andres' armor, sending the mech staggering back into the wall.  The round nearly disabled him, and another blast like that would take him out!

"Allah empowers me!  I am his Divine Will, and you will beg him for his forgiveness!  As I breathe, your magic will be no more!"

A glowing aura emanates outward, sapping the magical ability of everyone in the room.  Nuke laughs, his eyes aglow with divine energy...only to pause as he notices a crystal shard growing on his forearm.  He scratches at it, but it only spreads to his other hand. 

"What is this - no! NO! NOOOOO - "

Within seconds, RAM's crystal magic has engulfed him, and he ceases all movement.  The crystal statue falls to the floor, and the divine energy ceases.  Andres, in his massive crystal mech, pushes himself off the wall and staggers over to where Bjorn is standing.  "My King!  We must escape - the city burns!  The palace won't last much longer!"

Bjorn looks up with admiration at the vehicle of death and destruction Andres is piloting.  Truly, this is the type of weapon mages should be wielding, rather than merely powering artillery or trains.  He glances down at Hardrada, and gives the trigger a quick squeeze before turning to help the wounded Myark across the shattered floor to the crystalline mech.  Jilladilla, BBBence1111 (who decided it would probably be best to switch to the winning side), and Myark escape with Bjorn on Andres' mech as the palace crumbles to a pile of burning rubble behind them.  Most of the city is alight by now, with only the north harbor the only thing not burning.  The group slowly makes their way there, eliminating resistance with the mech's HA1's and their own natural fire magic.  The rest on the frozen shore and take a brief respite.  They only just escaped with their lives. 

Just as they think things have finally calmed down, a faint rumble echoes across the harbor.  They watch in awe as a massive crystal structure rises up out of the water - tall and pointed like a tower, but moving under its own power.  Slowly, the construct lifts out of the water and into the air above.



Escape from Forenia
The Vault rumbles as ChiefWaffles completes the countdown.  The massive KPD's generate a tremendous amount of thrust, drawing power from nearly a hundred Aether Reactors.  It lifts up out of the harbor slowly and gains speed, reaching higher than anyone has ever gone before.  The g-force presses the passengers against their chairs, the floor, the walls - whatever they happened to be next too.  Forenia shrinks down to a dot below them, and soon the curvature of the earth is visible outside the clear crystal windows.  Blue gives way to black as they continue rising up, up, up, until the whole earth is visible beneath.  Their mathemagicians had already figured out the basics of orbital mechanics, so the space ship continues firing for a bit longer until they're moving around the planet in a circle.  The engines finally cut off, and for a moment everything is silent.

ChiefWaffles pumps his fist in the temperature-controlled air.  Success!!!  They'd done it; their plan had worked!  He unties his seatbelt and giggles as zero-g lets him float around the cabin.  Now for stage two of his plan - the party!  He makes his way along the handrails in the corridor to the passenger bay.  He pauses to straighten his flight suit, run his fingers through his hair, and rehearse his speech.  "Today is a glorious day for all of Arstotzka," he mutters to himself, then with a single triumphant push he dives through the doors into the passenger bay.

It's empty, save for a single Andrea buckled into one of the seats.

A long, painful moment of silence goes by.

"Where is everyone?" Waffles asks, finally.

"Hm?  I don't - what are you talking about?" Andrea looks away guiltily.

"The passengers!  The loyal Arstotzkans, who were going to follow us into space, away from Moskurg and those who would have us surrender to them!  Where are they?!"

"Oh! Oh - are we in space, right now?"

Another moment of silence.

"Because - because I thought that was next week, not today.  And when you were telling me about our launch plans, you should have been more clear, Waffles.  That's how mistakes are made, you know."

"Don't tell me everyone is still back on earth."

"Everyone is still back on earth."

ChiefWaffles pinches the bridge of his nose, lets out a long sigh, and relaxes.

"Okay, well this...isn't a disaster.  If Gwolfski got the teleporter working, we can still beam people aboard, right?  Let's...let's just see who all is aboard, then figure out what to do."

After taking inventory, the crew of the Vault is tallied up.  ChiefWaffles, Andrea, Helmacon, Gwolfski, and Fallacy all made it on board - only 2.5% of the intended personnel.  The teleporter, after some initial testing, turns out to be non-functional.  That's okay, Gwolfski explains - he can have it up and running within the week.  The crew has plenty of supplies - nearly 40 times as much as they'd need, without the additional passengers.  And more importantly, Fallacy has the Aetherfarm working and a nice seedbank built up.  They won't starve to death, and with magic they can easily repair the ship, maintain air supplies, and even make modifications as needed!  Really, despite not having everyone they intended to, things aren't so bad, assuming you don't mind a vegan diet.  Their first meal consists of vegetable and fruits grown from Fallacy's Aetherfarm - everyone agrees it was delicious, even though the use of Nepeta Cataria was an odd choice for a spice.  Regardless, Fallacy includes it in the second meal.  This time people don't complain, and by the third meal everyone agrees catnip does make an excellent spice.

By that time next week, the teleporter still isn't finished.  Gwolfski ended up playing with the loose wires rather than actually finishing it up.  That's fine, though - the crew agrees they didn't really want to crowd their ship with other people after all.  Besides, if there were more people, then they'd take up all the good sun-bathing spots by the windows!  By the next week they begin noticing their eyes becoming quite keen in the dark.  They write it off as space adaption and focus on the more important problems of their time in space - no fish!  And the Aetherfarm can't exactly grow milk, either.  And curse ChiefWaffles rigorous inspection of the ship that prevented rodents from hitch-hiking a free ride into space!  By the end of the month, Fallacy's goal is completed.

He'd done it.  He'd created cat-hybrids.


Epilogue soon to follow.


Title: Re: Wands Race - [Moskurg]
Post by: Egan_BW on September 23, 2017, 09:34:30 pm
Hayat please still be alive, Hayat please still be alive. I couldn't stand to be ruled by the Arstotzkan king just because of some mentally disabled traitors.
Title: Re: Wands Race - [Moskurg]
Post by: evictedSaint on September 24, 2017, 09:29:16 pm
949: Epilogue

The city of Arstotzka burns.

Black, oily smoke curls up over the city as the Alannar from Mehmed's Phoenix does its work.  The palace itself is a pile of rubble wreathed in green flames, which even days later continue to burn.  The few ships anchored in the harbor are all capsized or sunk from the sudden evacuation of the Vaulters group.

Moskurg loyalists fight Moskurg traitors fight Arstotzkan loyalists fight Arstotzkan traitors fight Arstotzkan Vaulters. 

The Vaulters make good use of Helmacon's dropship, hitting isolated groups and taking up the most defensive locations in the city.  They're few in number, however; less than 200, and each skirmish whittles them down to fewer members.  When the Vault disappears into the sky without them many out-right surrender.  The Arstotzkan rebels vastly out-number the loyalists, but with Hardrada's death and Andre's crystal mech Bjorn makes quick work of any who stand against his rightful rule.  By the end of the day Arstotzka's remaining forces are severely reduced, but all under the same flag.

For Moskurg, the rebels were fewer in number to begin with, and many were simply misinformed by Mehmed's treachery.  Once Hayat flew up to deal with her brother, al-Mutriqa made use of the Shortwave Teletalk to rally any mages who were listening on the broadband.  With Mehmed's death and the might of all of Moskurg's mages rallied behind him, al-Mutriqa put an end to the rebellion with surprising ease.

Hayat, luckily, was saved by her betrothed.  After plummeting from the sky and landing in the the harbor, Bjorn quickly dove into the freezing waters and pulled her free as the Vaulters ship disappeared into the sky above.  Andres was quite upset that Bjorn risked his life to save the Moskurg Sultana.  He argued fervently to let the girl die then and there and allow Arstotzka to steam-roll the lightly-defended Moskurg capitol to the south, but Bjorn denied his request.  Though the marriage ceremony had been interrupted, he still made a sacred vow before his father, the nobles of Arstotzka, and even Moskurgs God that his Kingdom would be passed on to her children.  There be none so cursed as an oathbreaker - he would not follow the same path that led Hardrada to ruin.



The fires in the city mostly went out within the next two days, and the green flames that had engulfed the palace went out five days after that.  The palace was little more than a charred pit by that point, but there were more pressing matters than the loss of Arstotzka's history. 

Once again the living began the arduous task of burying the dead.  Large portions of the city were ash, and in those areas only crystal buildings stood.  The captured Vaulters and remaining Arstotzkan nobility who'd rebelled were tried and executed for traitors and oathbreakers, as well as the Moskurgers who'd willingly followed Mehmed in the assassination of the Sultan.  Rebuilding went slower this time, as there were fewer mages left alive to assist in the reconstruction.  Moskurg kept the skies clear and churned out as much adamantium as they could, and Arstotzka raised crystal buildings as quickly as possible. 

Bjorn and Hayat concluded their arranged marriage shortly after control had been regained, opting for a small, quick ceremony on the frozen shore.  The loyalists of the design teams were in attendance; or at least those who were still alive.  Kadzar, who'd managed to escape after loosing his falcons ended up weeping softly as they said their "I do's".  Egan_BW participated in the security of the event, this time giving out his Single Action Allah's to only those who'd proved their loyalty.  Taricus stood by in his adamantium armor, a thick cloth wrapped around his sword - it helped muffle the screaming, which had not stopped since the fighting.  Kashyyk was unfortunately unable to attend, as he'd opened up a shop in the ruined bazaar hawking his Lightning Repeater rifles as "Home Defense - for when the looters come!"  Andres was likewise unable to attend as Bjorn had ordered the production of more crystal mechs to rebuild the defense of the city.  It was highly suspected that Andres' unhappiness with the impending alliance made him unwelcome, but those were merely rumors.  Jilladilla stood by with BBBence1111; Jilladilla had become quick friends with BBBence1111 after the rescue during the duel between Bjorn and Hardrada.  BBBence1111, ever the opportunist, quickly agreed that he'd meant to attack the guards rather than burn Jilladilla alive, and that he was most certainly a supporter of Bjorn and the new Arstotzka and that he would never, ever betray his lord in any way, ever. 

Aboard the Vaulters ship, the crew has begun to notice the subtle changes.  Though they were first dismissed as an adaptation to the zero-g of space, the crucial detail that revealed the magical nature of their changes was the development of whiskers.  It took a while to pinpoint how the changes were occurring, but by the time their ears had become pointy and their pupils morphed to vertical slits they realized it was the Aetherfarm.  Fallacy was promptly ejected out the airlock and the crew set to work trying to reverse-engineer the farm to reverse the effects.  Sadly, Fallacy had independently developed the farm himself, and his notes were indecipherable scratches littered with doodles of cats.  Work on the teleporter (or what little work was being done) was paused to figure out this problem.  It is unknown whether the crew succeeded, but the world can rest easy knowing all of Arstotzka's prized artifacts are orbiting earth with the best and brightest.

Once the marriage had been concluded and the city had been stabilized, Hayat proposed that the two kingdoms build a new capitol for the Unified Forenia, on the eastern coast where the grassy plains would make growth easy.  There both rulers could reside and rule their respective realms while still honoring their marriage.  The new capitol goes up quickly, using in large parts Arstotzka's crystal and Moskurg's adamantium.  The city included features such as an airship tower where ships could park without having to land, a university that combined both realms education systems and furthered their understanding of magic, and cutting-edge defensive emplacements that made use of both sides combined weaponry.  Integration of both Arstotzka and Moskurg went slowly, as both sides were keen to remember the rather gruesome execution of captured prisoners.  Brawls, shoot-outs, and stand-offs were a common sight in the new capitol, as well as rather vicious rioting.  Attempts to stifle rioting only resulted in more brutal, vicious riots, so a compromise was made.  The Ministry of Riots restricted rioting to a certain section of the city at a time, and only on weekends to prevent the disruption of commerce.  The solution surprised everyone by working, and "Major-League Rioting" became the realm's new favorite past-time.

News came slowly from across the sea.  Apparently the exportation of magical artifacts had kick-started a new "magical revolution" around the world, particularly in a set of islands to the west between Forenia and China.  These reports were worrisome, but for now the magical firestorm seemed contained to a small, shitty set of islands called "Turbados".  For now, Forenia was at peace for the first time in a long time, and that was a welcome change.


And thus ends the tale of Wands Race.
I hope I did it justice, and that those who played along enjoyed themselves.  I'd like to thank Iituem for starting the game and permitting me to take it over once he was indisposed - the setting was wonderfully unique from most Arms Races on the forum at that time.  It was quite a bit more work than I was expecting, but I'm happy to have finished and join the ranks of those who have actually ended an Arms Race.  Perhaps one day I'll elevate that status to "People Who Have Both Started and Finished an Arms Race", but I am content for the moment with the more humble of those two achievements.  This marks the official end to this game, and I encourage people to read both threads if they find the time and inclination.  The way both sides went about developing their weapons is wonderfully unique and quite entertaining to read. 

If you enjoyed my writing (as contrived, stilted, and cobbled-together as it may be) I would encourage you to read The Littlest Cheesemaker (http://www.bay12forums.com/smf/index.php?topic=136384.0) - a webcomic I've been working on for quite a while!  I'd actually taken a break from it to work on this game, but now that it's finished I expect I'll give TLCM some TLC.

Thank you all for reading!

Glory to Forenia!
Title: Re: Wands Race - [Moskurg]
Post by: Taricus on September 24, 2017, 09:44:10 pm
How can china be nearby? We're in the north atlantic unless Zan's spell REALLY fucked up.
Title: Re: Wands Race - [Moskurg]
Post by: Madman198237 on September 24, 2017, 10:08:08 pm
GLORY TO FORENIA!

Hail the conquering hero, evictedSaint, the second GM to ever finish an Arms Race game!



It's been a nice run, guys. A really nice run. All good things must end, so I depart.
MARCH ON, MOSKURGERS! FOR ALLAH!



To any Arstotzkans who are reading, good game.
Title: Re: Wands Race - [Moskurg]
Post by: Iituem on September 25, 2017, 06:37:42 am
Glory to Forenia!