Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 172 173 [174] 175 176 ... 217

Author Topic: Wands Race - [Moskurg] {COMPLETED}  (Read 186028 times)

evictedSaint

  • Bay Watcher
  • if (ANNOYED_W_FANS==true) { KILL_CHAR(rand()); }
    • View Profile
Re: Wands Race - [Moskurg]
« Reply #2595 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.

evictedSaint

  • Bay Watcher
  • if (ANNOYED_W_FANS==true) { KILL_CHAR(rand()); }
    • View Profile
Re: Wands Race - [Moskurg]
« Reply #2596 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)

Happerry

  • Bay Watcher
    • View Profile
Re: Wands Race - [Moskurg]
« Reply #2597 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.
Logged
Forenia Forever!
GENERATION 11: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

Detoxicated

  • Bay Watcher
  • Urist McCarpenter
    • View Profile
Re: Wands Race - [Moskurg]
« Reply #2598 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...
Logged

Kashyyk

  • Bay Watcher
  • One letter short of a wookie
    • View Profile
Re: Wands Race - [Moskurg]
« Reply #2599 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
Logged

NUKE9.13

  • Bay Watcher
    • View Profile
Re: Wands Race - [Moskurg]
« Reply #2600 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.
Logged
Long Live United Forenia!

Detoxicated

  • Bay Watcher
  • Urist McCarpenter
    • View Profile
Re: Wands Race - [Moskurg]
« Reply #2601 on: June 28, 2017, 04:19:50 am »

Tunnel making earth magic.
Or how about throwing Light bulbs at them...
Logged

Kashyyk

  • Bay Watcher
  • One letter short of a wookie
    • View Profile
Re: Wands Race - [Moskurg]
« Reply #2602 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.
Logged

Madman198237

  • Bay Watcher
    • View Profile
Re: Wands Race - [Moskurg]
« Reply #2603 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.   
« Last Edit: June 29, 2017, 11:18:27 am by Madman198237 »
Logged
We shall make the highest quality of quality quantities of soldiers with quantities of quality.

NUKE9.13

  • Bay Watcher
    • View Profile
Re: Wands Race - [Moskurg]
« Reply #2604 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.
Logged
Long Live United Forenia!

Kashyyk

  • Bay Watcher
  • One letter short of a wookie
    • View Profile
Re: Wands Race - [Moskurg]
« Reply #2605 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.
Logged

Madman198237

  • Bay Watcher
    • View Profile
Re: Wands Race - [Moskurg]
« Reply #2606 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.
« Last Edit: June 28, 2017, 01:51:48 pm by Madman198237 »
Logged
We shall make the highest quality of quality quantities of soldiers with quantities of quality.

NUKE9.13

  • Bay Watcher
    • View Profile
Re: Wands Race - [Moskurg]
« Reply #2607 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.
Logged
Long Live United Forenia!

Madman198237

  • Bay Watcher
    • View Profile
Re: Wands Race - [Moskurg]
« Reply #2608 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).
Logged
We shall make the highest quality of quality quantities of soldiers with quantities of quality.

Taricus

  • Bay Watcher
    • View Profile
Re: Wands Race - [Moskurg]
« Reply #2609 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
Logged
Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll
Pages: 1 ... 172 173 [174] 175 176 ... 217