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Author Topic: Wands Race - [Moskurg] {COMPLETED}  (Read 186633 times)

S34N1C

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Re: Wands Race - [Moskurg]
« Reply #1830 on: May 18, 2017, 07:38:57 pm »

I'm for the ships. Of course, I would have liked it if we had done it this turn. We need to get those things rolling before they have a chance to take back a piece of the jungle.
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Madman198237

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Re: Wands Race - [Moskurg]
« Reply #1831 on: May 18, 2017, 08:46:33 pm »

It's gonna be funny when, in three or four turns, eS says "By the way, your new ships can't be replaced any more, because the jungle is a blackened, cratered, hideously deformed wasteland and you just chopped down all but the last grove of trees. By the way, do you want that last grove chopped down?" before unleashing !!elves!! upon us.
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Mardent23

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Re: Wands Race - [Moskurg]
« Reply #1832 on: May 21, 2017, 11:24:55 am »

Wood elves, or regular elves?
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Devastator

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Re: Wands Race - [Moskurg]
« Reply #1833 on: May 21, 2017, 11:40:43 am »

'but that doesn't involve wind!'

Nah, I want to get the super-metal out.  I'll let us replace the ballistas, which will help with whatever new ship we build, and improve basically all our troops in a wide variety of situations.
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Detoxicated

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Re: Wands Race - [Moskurg]
« Reply #1834 on: May 21, 2017, 05:49:11 pm »

Super-Metal!!!
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evictedSaint

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Re: Wands Race - [Moskurg]
« Reply #1835 on: May 21, 2017, 11:55:46 pm »



Note: Battle reports are now the same for both sides - save for some very select details, if needed.  It's simply too much effort to make the reports unique for each side.

Combat for 933

The Taiga sees Moskurg lose ground.

Moskurg continues their campaign of firebombing Arstotzkan camps at night from high in the sky.  Unlike before, Arstotzkans now have a method of defending themselves.  Once a raid begins, Arstotzkan apprentices fire off multiple flares, lighting up the sky and clearly illuminating the Moskurg raiders.  Moskurg has developed a new variant of their carpet; nicknamed the "War Pegasus", it can now float safely outside of arrow range.  This makes Arstotzka's anti-magic bomb arrows ineffective at bringing down the invaders, but Arsotzka has also developed a new anti-carpet weapon.  Trained falcons, equipped with small anti-magic gems to keep them safe from magical influence, quickly soar upwards on the updrafts caused by the numerous fires and attack the carpet-riding wizards.  They are far faster than their new carpets, and the anti-magic gems sap magic from the carpets enchantments.  It's not enough to make them fall out of the air, but it does make it difficult to flee once attacked.  Moskurg wizards start carrying sabres and bows to combat the new falcons, but the inability to cast Lucky Strike on themselves and the blinding light from the flares makes it difficult to slash at the ball of feathers and talons scratching their face.  The freezing temperatures in the Taiga once again sees the poorly-equipped Moskurgs freezing on guard duty, making Arstotzkan raids more effective.  Over all, both sides do the same amount of damage and neither has a Raiding Advantage.

Moskurgs forces in the Taiga also suffers from being cut to two-thirds of their original size as a portion of the army goes off after the meteor - this, combined with Arstotzka's natural cold advantage, longer-range artillery, and anti-carpet falcons sees them pushed back to the jungle.  al-Mutriqa, sadly, was not enough to hold the line.


Arstotzka regains full control of the Taiga.
 
In the Mountains, Arstotzka has their garrison cut down to half their size as they go off to chase down the fallen meteor.

Moskurg makes quick work of the diminished garrison size - it's a tough, uphill slog, but they manage to regain a foothold in the mountains.  The cold, longer-ranged artillery, and falcons cause lots of casualties, but Moskurg simply has more men to throw at the castle walls.  Their ballistas hit with uncanny accuracy and their carpet troops - though now fewer in size - are more nimble.  Ballistas hammer the walls and fire rains down from above, and Moskurg pushes into the sparsely-defended territory.

Moskurg gains ground in the Mountains. Arstotzka loses their Metal Ore bonus.

The plains are close.

Much like the Taiga, raids see neither side gaining an overt advantage, although Moskurg does slightly more damage, giving them a Minor Raiding Advantage.

Arstotzka has longer-range artillery, despite having a limited number of them.  They've also developed a rudimentary method of zeroing their area of effect; apprentices move into line of sight of Moskurg forces, observe where the artillery shells land, and use colored flares to communicate with the artillery operators further back.  They're on the flat ground, and at long range, so their spotting isn't always effective, but Moskurg soon learns that "Green Flare" means they need to move out of the area.  Unfortunately, being in range of Moskurg artillery and shooting off big, obvious flares means the apprentices are often killed as ballistas home in on them instantly.  War Pegasi are still doing a decent job of hitting artillery in strike missions, and being outside of anti-magic bomb range means they don't have to deal with flak.  However, they rarely do much more than knock out a few long-range HA1 artillery cannons before the falcons take flight and attack.  In the day they do a better job of hacking the birds away, but a falcon attack is usually enough to drive them away.  Their Teletalk wands aren't very useful for communicating at long-range, so War Pegasus squads are often on their own during raids.  Additionally, Arstotzka's new primitive manner of large-scale coordination gives them a better method of coordinating attacks and barrages, albeit in a limited manner.  They are without some of their heavy-calvery this year in the plains, so quick dashes across no-mans land is met with more failed attacks than normal.  Overall, a bunch of people die and neither side gains a clear advantage.

Neither side gains ground in the plains.

Having worked out a logistics error, all of Arstotzka's ships are now steam ships loaded up with their HC1-E cannons.  They're faster than Moskurgs ships, and though their cannons aren't as accurate they can match Moskurg for range and are just as devastating as their firebombs.  Moskurg has taken to putting a War Pegasi on each ship, and once engaged with the enemy the mage stays long enough to enchant the ballista with a single Lucky Strike before taking to the air.  Their firebombs are still effective against their ships, and now that they're faster they can often catch them.  However, Arstotzkan falcons bring down the flying wizards often enough that the battles are a wash.  The fact that the carpet can't stay aloft very long before needing re-enchanting means they can't do strike missions at beyond line of sight ranges, although they can spot Arsotzkan ships before Arstotzka can locate them.  The flares are useful in coordinating large fleets of ships, better than Moskurgs short-range teletalk wands even.  They do give away Arstotzka's position when they use them, though, so it's limited to combat situations.  Overall, neither side has a clear advantage and a lot of people die.

Neither side gains ground in the Eastern or Western Seas.
 
Revision Credit!!!

Moskurg sends a third of their Taiga invasion force. 
Arstotzka sends half their Mountain force, Myark, and a quarter of their Plains Calvary. 

It's not even a close fight; Arstotzka outnumbers Moskurg quite soundly, and Myark helps secure their victory.  They come back at the end of the year with a nugget of Meteoric Ore, retrieved from the Red Meteor.  They may perform one extra Design this year that uses the Meteoric Ore to create a National Effort artifact.  This Design will not contribute to their understanding of magic, and any attempt to recreate what they make with this design will require its own Design and be subject to its own roll.


It is 934, the Design Phase.

Spoiler: State of Forenia, 934 (click to show/hide)

Spoiler: Moskurger Spells (click to show/hide)



Behavior Rules.  Please Read.
Spoiler (click to show/hide)

Happerry

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Re: Wands Race - [Moskurg]
« Reply #1836 on: May 22, 2017, 12:05:53 am »

Welp, overall I think this was good for us, at least not counting the loss of the meteor metal.

Really think it's time for a Mirage Shield though to counter their artillery. Either that or making hovering platforms that we can mount Ballista on so we can get Beyond Visual Range... well, range, ourselves through the height advantage. Or some other way of doing that.

Or maybe we can do a Heat from Hell spell to call up the heat of the Burning Hells below the earth, and repay them for freezing so many of our people by causing them to cook in their own armor?
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evictedSaint

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Re: Wands Race - [Moskurg]
« Reply #1837 on: May 22, 2017, 12:43:35 am »

After some thought, I've decided that from now on all battles will result in one side gaining ground.  If the sides are tied, I will flip a coin to choose which side makes progress.

NUKE9.13

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Re: Wands Race - [Moskurg]
« Reply #1838 on: May 22, 2017, 01:10:30 am »

So, it's been a while. [Those who are in favour of it,] Explain to me again how, exactly, you propose we create Adamantium. Because it seems like an entirely new school of magic to me.
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Devastator

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Re: Wands Race - [Moskurg]
« Reply #1839 on: May 22, 2017, 01:12:21 am »

Adamantium

Basically, it would be holy magic, as it would be tapping into the forces of creation.  Of, if its easier to do it that way, an enchantment.

Ouch, though, we lost ground and a design phase.  That's not a good result at all.  We need to spend our design phases on new things, not replacing what we made last turn.
« Last Edit: May 22, 2017, 01:40:17 am by Devastator »
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Kashyyk

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Re: Wands Race - [Moskurg]
« Reply #1840 on: May 22, 2017, 02:16:22 am »

Fire-Whisky The saying goes that a shot of Arak on a cold night keeps a man warm whilst on duty. In this case, it is true. One shot of this will light a fire in a man's belly, keeping him comfortable,  magically warm for his entire watch.
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Madman198237

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Re: Wands Race - [Moskurg]
« Reply #1841 on: May 22, 2017, 03:13:39 pm »

Probably ought to do something about those birds....It might be time to utilize our wind knowledge again.

My proposal: A design to make Storm Strike function in every weather from the desert to the taiga. If we roll well, effectiveness might go up as well, but for now, let's just make it a deadly weapon again.
They've got trained artillerymen clustering around very large lumps of metal. Why don't we find out what happens when lightning strikes? Also, make it work together with all our other wind spells, a sort of symbiosis based on the weaker spells being able to "harness" the power of the winds already roaring around them.

Quote
All-Weather Protection Storm Strike: (1) Madman198237

For the revision, we can remake the cyclone shield...again. We've been using these spells for a while, our experience and knowledge pools are huge. We revise cyclone shield to exert more force with more range, working with the new all-weather storms rather than on their own. Perhaps a focus on messing around with pressure? Nasty low-pressure zone around them and their cannons could conceivably mess with accuracy (And breathing. I'm not talking simply +/- a couple thousandths of an atmosphere.). But really, we focus on the wind/deflections. We know where their rounds are going to target because of the idiot apprentices with the flares, so we concentrate the wind force around that area and deflect their artillery. Also, this paves the way for better enchantments (Again) on the flying carpets.
« Last Edit: May 22, 2017, 09:33:14 pm by Madman198237 »
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Detoxicated

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Re: Wands Race - [Moskurg]
« Reply #1842 on: May 22, 2017, 03:43:00 pm »

Quote
All-Weather Protection Storm Strike: (1) Madman198237
Adamantium: (1) Detoxicated
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crazyabe

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Re: Wands Race - [Moskurg]
« Reply #1843 on: May 22, 2017, 03:53:11 pm »

Quote
All-Weather Protection Storm Strike: (1) Madman198237
Adamantium: (2) Detoxicated, Crazyabe
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Madman198237

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Re: Wands Race - [Moskurg]
« Reply #1844 on: May 22, 2017, 04:16:09 pm »

Hold your horses.
What sort of war is this, guys?
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