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Author Topic: Wands Race - [Moskurg] {COMPLETED}  (Read 185977 times)

Mardent23

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Re: Wands Race - [Moskurg]
« Reply #1095 on: April 28, 2017, 06:31:27 pm »

What about mental manipulation?
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Taricus

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Re: Wands Race - [Moskurg]
« Reply #1096 on: April 28, 2017, 06:32:03 pm »

Or better yet, weapon enchantment.
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Devastator

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Re: Wands Race - [Moskurg]
« Reply #1097 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.
« Last Edit: April 28, 2017, 06:35:07 pm by Devastator »
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Mardent23

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Re: Wands Race - [Moskurg]
« Reply #1098 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.
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Devastator

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Re: Wands Race - [Moskurg]
« Reply #1099 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.
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evictedSaint

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Re: Wands Race - [Moskurg]
« Reply #1100 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)
« Last Edit: April 28, 2017, 06:51:34 pm by evictedSaint »
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Mardent23

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Re: Wands Race - [Moskurg]
« Reply #1101 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?
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evictedSaint

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Re: Wands Race - [Moskurg]
« Reply #1102 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.

Devastator

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Re: Wands Race - [Moskurg]
« Reply #1103 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!
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Mardent23

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Re: Wands Race - [Moskurg]
« Reply #1104 on: April 28, 2017, 06:52:40 pm »

Since we still follow Chivalry,  can we get a bonus to an  assist order?
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Mardent23

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Re: Wands Race - [Moskurg]
« Reply #1105 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.
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evictedSaint

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Re: Wands Race - [Moskurg]
« Reply #1106 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

Devastator

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Re: Wands Race - [Moskurg]
« Reply #1107 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.
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crazyabe

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Re: Wands Race - [Moskurg]
« Reply #1108 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?
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Mardent23

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Re: Wands Race - [Moskurg]
« Reply #1109 on: April 28, 2017, 07:25:10 pm »

Really? Wow, I really need to read some of the older posts.
« Last Edit: April 28, 2017, 07:31:28 pm by Mardent23 »
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