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Author Topic: Wands Race - [Moskurg] {COMPLETED}  (Read 186627 times)

S34N1C

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Re: Wands Race - [Moskurg]
« Reply #1740 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
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evictedSaint

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Re: Wands Race - [Moskurg]
« Reply #1741 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.

Detoxicated

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Re: Wands Race - [Moskurg]
« Reply #1742 on: May 11, 2017, 02:04:17 pm »

Sounds good...
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evictedSaint

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Re: Wands Race - [Moskurg]
« Reply #1743 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)

Devastator

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Re: Wands Race - [Moskurg]
« Reply #1744 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.
« Last Edit: May 11, 2017, 02:35:14 pm by Devastator »
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Mardent23

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Re: Wands Race - [Moskurg]
« Reply #1745 on: May 11, 2017, 02:37:07 pm »

 We did well. As for designs, can we look  at more applications for wind magic?
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Devastator

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Re: Wands Race - [Moskurg]
« Reply #1746 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.
« Last Edit: May 11, 2017, 02:42:16 pm by Devastator »
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Khang36

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Re: Wands Race - [Moskurg]
« Reply #1747 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.
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NUKE9.13

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Re: Wands Race - [Moskurg]
« Reply #1748 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.
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Taricus

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Re: Wands Race - [Moskurg]
« Reply #1749 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.
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Khang36

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Re: Wands Race - [Moskurg]
« Reply #1750 on: May 11, 2017, 03:07:24 pm »

They have iron clads? I thought they just have steam powered ships
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Madman198237

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Re: Wands Race - [Moskurg]
« Reply #1751 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.
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evictedSaint

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Re: Wands Race - [Moskurg]
« Reply #1752 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.

Taricus

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Re: Wands Race - [Moskurg]
« Reply #1753 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.
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evictedSaint

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Re: Wands Race - [Moskurg]
« Reply #1754 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.
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