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Messages - Andres

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31
Forum Games and Roleplaying / Re: Wands Race 2: The Great War - Kolubaria
« on: February 18, 2019, 06:33:52 am »
Quote
Müller's Medicinal Bandage: (2) Kashyyk, Andres
Run3 of Water Control: (2) Kashyyk, Detoxicated
Wand of Life: (1) Doomblade
-Name: (1) Müller's Healing Hand

Save 1 Die: (2) MoP, Doomblade

32
Forum Games and Roleplaying / Re: Wands Race 2: The Great War - Kolubaria
« on: February 16, 2019, 10:56:51 pm »
Hey Doomblade, if you're voting to save a die then I think you need to change it to (2).

33
Forum Games and Roleplaying / Re: Wands Race 2: The Great War - Kolubaria
« on: February 12, 2019, 07:14:49 am »
Quote
Fireball: (2) joha4270, Andres
Rune of Power - Mud: (2) Powder Miner, Taricus
Requisition:
Ask the army for a "standard,  medium calibre artillery piece":(1) Kashyyk
No requisition: (3) Powder Miner, joha4270, Taricus
Our problem is that we can't kill them, not that we can't pin them down.

34
Forum Games and Roleplaying / Re: Wands Race 2: The Great War - Kolubaria
« on: February 12, 2019, 04:52:35 am »
Explode (Evocation)

When casting the Explode spell, the mage throws a large amount of Mana away from him. When this ball of Mana hits something, it infuses with the object and turns it into an explosive that detonates after a few seconds.

I don't think a better anti-armour weapon could exist than this, save if it ignored armour entirely. This thing would turn armour into explosive, rendering it useless.

Quote from: Votes and stuff
Fireball: (1) joha4270
Rune of Power - Mud: (1) Powder Miner
Explode: (1) Andres
Requisition:
Ask the army for a "standard,  medium calibre artillery piece":(1) Kashyyk
No requisition: (2) Powder Miner, joha4270

35
Forum Games and Roleplaying / Re: Wands Race 2: The Great War - Kolubaria
« on: February 02, 2019, 01:49:59 am »
Mind control is the best thing to do. It's something that the muggles can't do but that wizards can do, so we'll be appreciated.
Sadly, that breaks the mind rule.
Damn, missed that rule. Thanks for telling me.

36
Forum Games and Roleplaying / Re: Wands Race 2: The Great War - Kolubaria
« on: February 01, 2019, 10:53:02 pm »
Mind control is the best thing to do. It's something that the muggles can't do but that wizards can do, so we'll be appreciated.

37
Forum Games and Roleplaying / Re: Wands Race 2: The Great War - Kolubaria
« on: February 01, 2019, 06:27:47 am »
For our next design, I think we should make some kind of mind control magic. Aside from the usual boring battlefield stuff that it's good for, we can also use it to learn all of the enemy's magic. Once we do that, we win the war. Magically, we become just as good of them, but better due to having our pre-existing magic stuff. They'll make countermeasures to the mind control, but then we'll counter those countermeasures, putting them back at square 1, all while we keep the edge and win the war with that edge.

38
Forum Games and Roleplaying / Re: Wands Race 2: The Great War - Kolubaria
« on: January 29, 2019, 04:41:13 am »
Siebolg's Sealing Stick seems like a design. How is it a revision?

39
Forum Games and Roleplaying / Re: Wands Race 2: The Great War - Kolubaria
« on: January 27, 2019, 08:14:46 pm »
Praise me, for I am joining this faction. With my aid you shall be delivered from the Abbraccian menace.

(Nah but seriously, hi everyone.)

40
Typical. Right after Arstotzkajoins iw when the game dies. I'm not outright saying thiws is bias

41
Joining Arstotzka.

Begin revolution in Towards and Against.

Glory to AS-infinity.

42
Also, since Andres is currently the leader of the Arstotzkan rebel forces, his new flag is basically the Arstotzkan flag if he says so, for now. Later, you can either gather up to agree on a final flag to use, or there won't be any of you to gather up.
((Stick with the old flag, actually. Can't have a typo in the flag.))

New plan: Arstotzkan and Cannalan forces will mount an assault on the armoury. Cannalan ordnance will prevent the Forenian rebels from reinforcing the armoury. I will attempt to contact and sway Forenian elements to Arstotzka's side. Especially those guarding the armoury and Sidorenko, the sniper who could've been general, who fights in the old Arstotzkan way, the way that allowed Arstotzka to beat Moskurg, the way that was not followed when Forenia lost to Cannala. If the attempt to take the armoury fails, Cannala will destroy it.

Glory to Arstotzka.

43
To late to join?
Nope! You can still join the final battle fighting for Arstotzka. (And other factions too but really you should join Arstotzka.)

44
AS-RG45

The AS-RG45 is perhaps best described as a gun that shoots miniature rockets. The gun is fed by a box magazine filled with miniature rockets, and the rockets are each launched by a pull of the trigger through the large barrel. It's not a particularly long-ranged weapon, but it shreds through cover and makes armoured and unarmoured infantry alike cry out in fear.

((Power Miner, I thought of this design before you posted your big post. It's not meant to be a hard counter to you.))

First, I will inform the Cannalans of my plan so that they can provide support as needed. Forming the solid core of the unit of Raider APC unit, I make my way towards the armoury. Along the way, I will gather Arstotzkan loyalists to my side to help take the armoury. After reaching the armoury, but before assaulting it, I will ask that all Arstotzkans within join the restoration.

Glory to Arstotzka.

45
Oh well, better luck next time

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