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Messages - Roboson

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2281
For this turn's design, I say we focus on something to counter their detect ambush spell. Because it only detects non-magical ambushes and physical traps, we just need to create magical ones (or hide ours with magic). We could work towards a simple Hiding Spell, which enchants something so that it cannot be detected via magical means. If we can find a way to decrease their detection, that would go a long way.

Another option is to fix the magic lance spell, so that its actually useful in combat. We can use this phase to finish that off, and that may give us an advantage in open combat.


Here are the big issues as I see them:
1) They have good Calvary, and we need something to stop them.
2) They can always know where we are and where our traps are, but we don't know where they are or where their traps are. And the mist spell does little to help here.
We have to fix these or we will continue to lose.


For now I propose we look into an anti-detection spell. Not stealth or anything like that, just a spell that can hide our traps and soldiers from their detection spell (which even though its their cheapest, seems to be pretty strong).
At some point or another, we're going to have to research something like this, the enemy has radar and we don't. We can't win if they always know our movements and we never know theirs.

2282
Here is my propaganda submission: Master Wizard Myark
Before magic was discovered, Master Wizard Myark was an average soldier in our army. They were just like every other soldier fighting in this war. He had been on the front lines, and has caught and bled for this great country. Like every man, he was feirce and true patriot who would give his life to keep the Moskurg invaders out of our ancestral lands. When magic was discovered, he discovered he had a great affinity for it and began training with our nations wizards. Now he's returned to the frontline to fight with his compatriots once again. He is a devastating force, single handedly keeping the enemy from taking our fields and farms out in the plains. Rumors of his power and humility are rampant among the men. They say he plucks the sun from the sky and hurls at the enemies. They say he can burn entire armies with a single blow. They say that after his Great Stand of 910, fire wasps came from across the world to join our army because they think he's their king. Similar grandois tales are widespread, and entertain and inspire the men. Those that have met him on the front lines attest to his character, and to the wild stories surrounding him. Truly he is an Arstotzkan hero.

2283
They're javelins!!! We've made Magic Javelins. Javelins are perfect weapons for the situation we're in. If we train our infantry in the art of javelin throwing, we will be able to ravage their forces before entering into direct combat. A hard as steal, but very light, javelin thrown by soldiers with good training, could probably take down a lightly armored horse or soldier (which is all of their horses and all of their soldiers). And javelins make really good skirmishing weapons, allowing hit-and-run tactics to weaken and disrupt enemies before taking them out.

Here is (the first draft of) my official recommendation to the king and thanes:
1) We keep the magic lance spell as it is for now. We train some or all of our infantrymen in javelin throwing (the number here is determined by how many javelins can be made by each wizard).
2) We revise wasps so they can set things (enemy soldiers, horses, sails, and camps) on fire.
3) Fake generals.

2284
+1 on the decoy generals. We should give all the fake generals (dressed in officer armor) the same plan. Then when the enemy prepares for that plan, we hit them with a plan designed to counter their counter to the fake plan. If the enemy gets several plans from our false/real generals, then they'll just prepare for anything and it will be a fair fight. But if they think they know what the plan is, they'll build their strategy around that, and we can counter them.

Right now it seems to me that we have invented magic arrows. If we can use them as arrows in their current form (Would that work Iituem, or will they need to be fletched and all that?), as well as revise the spell to create lances, then we're going to be golden during the next fighting phase.

Edit: Now, in the case we want to stick with magic arrows (and they can be used as arrows without revision), I have a revision for our wasps to propose.

We revise our wasp's venom to contain chemicals which ignite when exposed to air (there are several that occur naturally and we have the wand of fire, so figuring this out would be hard, but not impossible. But if the venom combusts when exposed to air (when the wasp removes its stinger) then it will cause some serious burns to enemies. Furthermore, it may set enemy camps and other things on fire. Plus they can't swat at the wasps (because if they squished them the venom contained in the wasp will all be exposed at once, causing a larger flame). This, besides being horrifying (and painful) to the enemy troups, will be especially useful if we can use our wasps to attack their sailing ships. If our wasps can set their sails (and then their ships) on fire, then we will rule the seas.

So, formal proposal, wasp revision: Fire Wasps

2285
Quote
And so it continues. You're beating a dead horse at this point. Shadows are off the table.

Just ensuring they stay off the table.

Just overly rude.


They got the divination spellbook and what is either the Wand of Vampirism or the Wand of heroism.

Neither includes any protection against wasps and webs, which were tge examples I brought up.

Quote
Divination Spellbook
Detect Ambush:  Reveals non-magical ambushes prepared by enemy troops or physical traps.
Lucky Strike:  Magical guidance makes a squad shoot or strike true far more often than usual.  Expensive.
Detect Thoughts:  Read the mind of an enemy commander to determine their tactics ahead of time.  Very Expensive.


Yeah except how that's OOC knowledge. Our wizards, who never read the enemy textbook, wouldn't have any idea of it's contents. To use that information would be metagaming.

2286
And so it continues. You're beating a dead horse at this point. Shadows are off the table.

As for my opinion of magic, I think it's more likely the enemy has some sort of defensive magic than our magic is particularly weak. They're able to find our traps more easily, and it stated in the update that our losses cannot be explained by the apparent circumstances. Which means magic. It also likely has something to do with the enemy wizards trying to get close to our leaders.

2287
Ok, so who has ideas for propaganda? We need a great description of our master wizard. The fact that he's burning whole platoons alive should make this easy.

2288
Does the design phase ending also end the propaganda design?

2289
Yikes, that sure is a long and aggressive post.

The idea is that our wizards would use the spell from a distance, that shadows are as strong as a person (or strong enough to hold a dagger, which is all is really needed to assasinate enemies) and that shadows look like like actual shadows when intangible. That hardly seems like overreach.

So yeah, if the shadow can only go ten feet, then it's useless, but so is any spell that can only go a short range. If that was an issue then we couldn't research things like magic missile. A ten foot magic missile range is not as strong as a 100 foot magic missile range.

And if shadows aren't stealthy or able to be used for combat, then it's usefulness is also decreased, but again, we take similar risks with any spell. To use the magic missile as an example again: its components are range and damage. If it lost one of those, it would be a bad spell. Shadows components are range, damage, and stealth. So sure, it's more complex than a basic spell, but you're blowing it way way way out of proportion here. It doesn't even need to be a low level spell, it could be a mid level spell and still be useful as it would only take one shadow to sneak into an enemy camp with a dagger, kill their leaders and wizards in their sleep, grab the enemy spellbook, and return home.

The same effect could be achieved with a spell of stealth or invisibility.



Our issue on the plains seems to be manuverability. According to the OP, our army is a loose collection of bands of fighters with low mobility. The enemy has highly mobile troops and Calvary, as well as better formations. So we're at a severe disadvantage there.

But I'm not sure we don't already have stirrups. We couldn't really have Calvary without them as they're an integral part of horse riding. And if they haven't been invented yet, we should be knocking enemies off their horses left and right (which isn't the case). But if the case is that stirrups haven't been invented in this universe, then sure, that's a pretty useful invention.



Of all the ideas discussed here, perhaps RAMs summon spear wall would be the most useful. Or even a variation on that that's just a straightforward summon magic lance which is basically the same thing, but probably easier to use and more flexible (a good wizard can summon a spear wall to stop a charge, verses several weak wizards conjuring lances to stop charges and skewer enemies in open combat too). Having a straightforward "Kill the Bad Guys" kind of spell like that wouldn't hurt. Even if it's close range, it should be fairly devastating against their lightly armored men and horses.

So I guess I'm changing my vote again: Magic lance spell, final answer.

2290
The enemy already has spears. So we wouldn't be gaining an advantage if we made them too. They'd help us in the plains, and help with Calvary, but that doesn't solve our other issues (like how the enemy is avoiding our traps, and escaping from us, and all that sort of thing).

My official vote is for shadows, just because I think we can get more out of them right now.

2291
To me it doesn't seem like our magic is particularly powerful (our wasps do damage to moral, but don't actually kill enemies, our fog isn't that helpful because their archers hit us now more than ever  (2/3 arrows hit), and our webs can't even stop the enemies from retreating), so maybe there is need for a new spell or an upgrade to our spells now as opposed to later.

I propose Summon Shadow
Spoiler (click to show/hide)

So, while I think making spears/lances is important someday, shadows are more useful now. But no matter what we do, we need to assign all of our thanes some sort of protection.

2292
Edit: Someday, but not today.

Spoiler (click to show/hide)

2293
Forum Games and Roleplaying / Re: Monster Tamer Sim/RPG (0/6)
« on: March 18, 2017, 08:36:52 pm »
Is there a list of monsters or can we just make stuff up?

For the starter monsters they're basically whatever you want. They're going to come out of eggs here in a bit.

2294
Forum Games and Roleplaying / Monster Tamer Sim/RPG (0/6)
« on: March 18, 2017, 07:56:32 pm »
In the Second Age, the Goddess created Pandemonium, the world of monsters, and forever separated her world from the human world. She erected a great barrier around the human world, and carried Pandemonium far into the void, leaving only a tiny trail between the two. In time the human world, cut off from magic and monsters, forgot of their existence...

You find yourself laying on a cold stone floor. A soft blue glow illuminates the room around you. It looks as though you're in some sort of church. There is a heavy stone door right behind you. There is another at the opposite end of the room.  Identical statues of an angel line the sides of the room. In the center of the room there is a small well, the source of the blue light.A disembodied voice says: A great adventure lays before you. Take this Gate Key. A silver key floats up from deep within the well and floats several inches above the water. If you want to embark on this journey, take this key and enter Pandemonium, the world of monsters. If you do not want to pursue your destiny, use the key to return home...

You take the key and unlock the Pandemonium door. The door leads to a similar stone room lined with angel statues. A raised platform with a keyhole in the floor stands in the center of the room. The implication is obvious and you place your key into the hole and turn. A blinding beam of light shoots up, encircling you in bright blue light. A portal opens beneath you, and the world becomes a mix of blue lights...

Spoiler: Character Sheet (click to show/hide)

2295
Forum Games and Roleplaying / Re: Wands Race 910 [Arstotzka]
« on: March 18, 2017, 03:18:45 pm »
Conjuration and fireballs.

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