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Author Topic: Wands Race - [Moskurg] {COMPLETED}  (Read 186659 times)

NUKE9.13

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Re: Wands Race - [Moskurg]
« Reply #2220 on: June 06, 2017, 01:00:55 pm »

They have apprentices scout ahead and use coloured flare spells to signal for their artillery to fire. Which indeed gives them a primitive indirect fire capability.
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Madman198237

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Re: Wands Race - [Moskurg]
« Reply #2221 on: June 06, 2017, 01:15:07 pm »

No. There are no indirect fire weapons in this game.

There ARE however weapons that can fire beyond the horizon. Indirect fire is, like a mortar or howitzer, a gun being used to shoot "too far" up, so the shell runs out of upward velocity and falls back down on a much sharper decent than usual, making it capable of hitting things behind other things, like tossing a grenade up over a wall, instead of throwing it straight into the wall (Don't do that second one!).
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NUKE9.13

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Re: Wands Race - [Moskurg]
« Reply #2222 on: June 06, 2017, 01:35:51 pm »

No. There are no indirect fire weapons in this game.

There ARE however weapons that can fire beyond the horizon. Indirect fire is, like a mortar or howitzer, a gun being used to shoot "too far" up, so the shell runs out of upward velocity and falls back down on a much sharper decent than usual, making it capable of hitting things behind other things, like tossing a grenade up over a wall, instead of throwing it straight into the wall (Don't do that second one!).
You're right. Wrong terminology on my part.
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Taricus

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Re: Wands Race - [Moskurg]
« Reply #2223 on: June 06, 2017, 02:55:30 pm »

Next turn we should definitely go for making enchantments permanent. If we can do that for lucky strike and for our airships we'll definitely make the upkeep of them that much easier.
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evictedSaint

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Re: Wands Race - [Moskurg]
« Reply #2224 on: June 06, 2017, 05:50:56 pm »

Locking emblem votes in an hour.

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Re: Wands Race - [Moskurg]
« Reply #2225 on: June 06, 2017, 05:51:59 pm »

I'm on my Laptop, so this wasn't as easy, especially since the original was on my PC, but I think I did a good job.
Spoiler (click to show/hide)
Hey, yeah! That's pretty good!

I vote for ^That^
+1
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evictedSaint

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Re: Wands Race - [Moskurg]
« Reply #2226 on: June 06, 2017, 07:14:28 pm »


Spoiler (click to show/hide)


Alright, looks like this one wins.

evictedSaint

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Re: Wands Race - [Moskurg]
« Reply #2227 on: June 06, 2017, 11:15:55 pm »

Combat for 937

This year sees Arstotzka develop a new weapon known as the "Restless", a primitive crystal 'train' that uses two steam engines can be used to move troops around and transport heavy equipment and supplies, like ammunition for the HA1 artillery.  This allows their artillery to fire essentially non-stop, assuming they have a target to fire at.  Their laborers go through great effort laying down sections of steel tracks from the capitol to the front lines; currently the terrain is only smooth enough for tracks to be laid down in the plains, although effort is being made to path the few sections of jungle available.  The mountains are rather inhospitable to trains, as the steep inclines are too much for the humble little train and the labor involved in tunneling through bedrock is far too much.  They also go ahead and revise their crystals to repair themselves to a minor degree; repeated stress fractures are no longer a thing, and apprentices are no longer required to repair microfractures.  This makes their Crystalclads and crystal weaponry more reliable in the long-term.

Moskurg doubles down on their ability to fly: the Alsamma Safina is their latest creation.  Essentially a Sirocco sailing ship chopped down to the bare minimum, the cargohold is packed with War Pegasi to give it the needed lift to fly.  It was initially a National Effort, but Moskurg spent their revision improving the manufacturing process for their War Pegasi and lowered the cost of the carpet and the ship to Expensive and Very Expensive, respectively.  This also has an added bonus of improving the enchantment time on the carpets by a small amount, though they are still by no means permanent.  The Alsamma Safina is crewed by the bare minimum, consisting entirely wizards and apprentices.  Any excess lift is taken up by the ballista and firestorm ammo, so they won't be deploying troops from the ship any time soon.



The jungle sees a renewed intensity.

Arstotzkan artillery fires non-stop now, seeming to rely more on shelling away any cover the trees provide rather than focusing on troop positions.  Apprentices with flares are almost redundant at this point, as artillery crews have enough ammo now that they can fire blindly.  That's not to say that flare spotting isn't important; when Moskurg positions are found, a green flare spells certain doom for anyone in the immediate area as every gun in range turns and begins firing.  Moskurg ballistas have been mostly relegated to apprentice-hunting, forgoing their firestorm ammo to send ballista bolts whistling towards their targets with pin-point accuracy.  Most of Moskurgs mages have taken to the air on War Pegasi and Alsamma Safina's anyways, so they couldn't field all their ballistas even if they had a reason too.

War Pegasi tend to do most of the heavy lifting, now.  Once again merely Expensive, they run sorties as often as possible.  Anti-mage falconiers attack whenever the carpet bombers are spotted over the horizon, but there's so many that as soon as a falcon takes flight half a dozen bolts of lightning arc down - at least one is guaranteed to hit, though it's wasteful and inefficient.  Once overhead the carpet-riders go through their saddle-bags of firestorm grenades as quickly as they can before returning back home to re-enchant, re-supply, and attack once more.  The Queen of the Sky is the Alsamma Safina, though.  With the ballista being mounted so high, the range is extended to be equivalent with the HA1 artillery.  Lucky Strike is less effective with the long flight-time of the ammo, so it's not quite as effective at pin-point strikes.  Arstotzkan artillery has an elevation of 45°, and there's a "sweet spot" when the airship approaches where it's just in the artillery's envelope of fire.  The large-caliber HA1 shells are powerful enough to punch through the airships Adamantium armor and shred the carpets within, crippling or destroying the ship.  Though it's not always a sure thing that they will hit, enough airships have been shot down while trying to get over Arstotzkan positions that the standard practice is to stand back and lob firestorm ballista shells into artillery nests indiscriminately.  The large ship is too big for a falcon to take down, and having a deck to stand on means the defenders stand a better chance at cutting down the birds as they approach.

Arstotzka's train is pretty useful here; troops are quickly moved into position for raids, and artillery is never without shells or water.  The increased troop movement isn't significant enough to make a huge difference, as each car can only carry twenty men at a time, but the ammo and water supplies are instrumental.  Better crystal weaponry also has a small effect - troops no longer need to carry back-up longswords in case their crystal axe snaps from poor maintenance.  The trains are particularly vulnerable to raids, however; al-Mutriqa personally destroys one by ramming it off the tracks with a single swing of his golden mace (stories of his victory may have been exaggerated).

Ultimately, the wooden splinters from exploding trees and (what's left) of the tree cover pushes the favor of the battle towards Arstotzka.  The entire theatre is still freezing thanks to their many Lesser Towers of Frost, and Moskurgs air force can't do it all alone.  Arstotzka manages to push Moskurg back another section of jungle, but it's not by a large margin.


Arstotzka gains a section of jungle.

In the open desert, where the temperature isn't freezing during the day, Moskurg sees more success.

Air troops harry the encroaching army as they trek across the desert sands, bombing water wagons before they can supply artillery positions.  With Moskurgs greater flight-time they can actually push further back to hit these delicate supply lines, and it really helps.  Arstotzka must leap-frog from oasis to oasis for water, and without a supply train running through the mountains they can't maintain the same high rate of fire as they had in the jungle.  The desert continues blowing sand in their faces thanks to Divine Desert Winds, and on the open sands there's nowhere to hide from the enemy overhead.  Infantry combat is rare and quick.  The brutal melees are fairly even, with Moskurgs Adamantium weapons on-par with Arstotzka's Crystal.  Arstotzka's armor provides more complete coverage, but Moskurgs Adamantium armor allows greater flexibilty and is lighter - though attacks can often cut through the leather straps holding it together.  Arstotzka's troops are better trained, but the open terrain favors Moskurg.  Ultimately, though, the War Pegasi can provide Close Air Support, and Arstotzka's artillery must wait until their troops are disengaged before they can shell the enemy troops.  But again, these battles are rare - Moskurg can rarely get close before an Arstotzkan flare goes up.

The mountains are different, though - Arstotzka has literally lined the mountains with HA1 emplacements.  Well-stocked and well-dug in, they are incredibly difficult to push out. Moskurgs airship can't gain a height advantage here, sadly.  Already at max altitude, they can't get a range or height advantage on the emplacements and are forced to hold back lest the artillery men take pot-shots at the large, slow-moving boat.  War Pegasi are much more effective here, though - the stationary HA1 emplacements are welcoming to firestorm grenades, and it becomes common practice to bail out of the emplacement once War Pegasi are spotted on the horizon.  The falcons are once again stymied by the thunderbolts wielded by each rider, and Anti-Magic bomb arrows actually prove to be more effective.  With a lower relative altitude, they're once again in range of archers on the high peaks.  Even mass volleys of mundane arrows can be effective, if they catch the ride unaware.  Infantry assaults are suicidal, as the freezing cold, vertical inclines, and raining arrows makes it almost impossible for the foot soldiers to reach the peaks.  Myark does his part, flinging fireballs down the cliffs as easily as breathing.  One report even says he managed to blast a fireball straight up, piercing the hull of an airship with a single ball of fire.  All reports are second-hand, and though everyone agrees it happens no one can point to someone who witnessed the event.  His Staff of True Light does a good job of turning back infantry as they trudge uphill all on it's own, though the carpet riders and airships are a bit more resolute.

At the end of the day, Moskurg has the advantage in the open terrain - without trenches or tree lines to shoot at, Arstotzka's artillery has a harder time hitting the fleeting, mobile troops.  Arstotzka has the advantage in the mountains, able to shoot down War Pegasi and airships as they approach.  Moskurg manages to bomb Arstotzka back to the mountains, where they sit with their lethal HA1 emplacements.

Ultimately (Coinflip: Moskurg) Moskurg manages to gain the upper hand, pushing Arstotzka back and forcing them to cede a foothold in the mountains to the desert-dwellers. 

Moskurg has gained foothold in the mountains.


Arstotzkan supply trains keep their HA1 artillery well-supplied, and artillery assaults occur non-stop.  With static trenches and clear lines of sight, they're devastatingly effective despite using non-explosive ammunition.  Moskurg carpet-bombers fly sorties like clockwork, but their firestorm grenades are only effective at stalling HA1 artillery pieces, not destroying them.  The metal components are often fine, especially with the nickel circuitry, but the fire burns down the wooden carriages and requires new ones to be made before they can be fired again.  Occasionally carpet bombers will cause a barrel to crack or manage to kill the artillery crew, but with so many apprentices at their disposal thanks to their Academy Initiative, Arstotzka can afford to replace the crews lost.  More devestating is the Wands of Thunderbolts, which cause the cannons to weld shut and require more lengthy repairs, but the wands are single-use only, inaccurate, and often used just to fend off attacking falcons.  A better target is Arstotzka's crystal train with its two steam engines - which are connected to ground through the gearing and wheels.  The explosions are quite pretty, and do a good job at stalling artillery assaults.  Infantry combat is limited to raids, as commanders have decided that day-time charges across no-mans land is suicidal, though Moskurg is fielding fewer ballistas now.  It's still enough to deter infantry assaults, though.

With static trenches to shoot at, Arstotzka has a slight lead.  The Alsamma Safina can rarely get overhead to cause massive prolonged destruction, and Arstotzka's artillery does a slightly better job of securing advances than Moskurgs carpet bombers.  It's a close thing, but Arstotzka pushes Moskurg back a section.


Arstotzka has secured a section of the plains.


The seas are no contest.

The Alsamma Safina is Very Expensive, and supplements Moskurg's Sirocco's which have already been reduced to glorified carpet-carriers.  Arstotzka's HC1-E's don't have enough elevation or reach to shoot upwards, so once overhead the airship wins easily.  Wands of Thunderbolts from both the airship and carpet riders cause critical boiler explosions that shatter Arstotzkan Crystalclads.  On rare occasion the regenerative effect of the crystal is enough to keep the ship together without sinking, but without propulsion the ship is dead in the water and a non-threat.  The longer staying ability of the War Pegasi is a huge boon, and the riders load up exclusively on Thunderbolt wands.  They're able to perform seek-and-destroy missions against Arstotzkan ships, and after a year of one-sided combat Moskurg manages to secure a section of coastline on both the Eastern and Western shores.

Moskurg gains ground in the Eastern and Western Seas.
 

Research Credit!!!

Spoiler: Moskurg (click to show/hide)
Spoiler: Arstotzka (click to show/hide)

Both sides see their new emblems emblazoned on their shields, flags, and heraldry.

Soldiers often have to paint the designs by hand, and with varying degrees of success.  For Moskurg soldiers, there's a wide variety of simple half-blue half-yellow emblems with tornados, moons, stars, diamonds, and words - all with varying degrees of legibility.  The blue-on-blue and yellow-on-yellow colorschemes often blend together or don't show up at all.  Most tornados are drawn as squiggels, or just plain triangles.  The emblems are often simplified to a half-blue half-yellow field with the words "For in God We Trust" written by a fellow soldier who can actually read and write.

For Arstotzkan soldiers, the plain red field with black and yellow is much easier to paint.  Often simplified to a yellow star on a red background, the design is very difficult to mess up and very striking.  The more talented soldiers flank their stars with black cannons or falcons, but only the company flags depict the fireball and name "ARSTOTZKA".

Ultimately, Arstotzkan soldiers come out with a more profound sense of pride, largely because their emblem actually uses their nations color.  Arstotzka gains the Research Credit.


It is 938, the Design Phase.

Spoiler: State of Forenia, 938 (click to show/hide)

Spoiler: Moskurger Spells (click to show/hide)



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Spoiler (click to show/hide)
« Last Edit: June 06, 2017, 11:17:28 pm by evictedSaint »
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NUKE9.13

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Re: Wands Race - [Moskurg]
« Reply #2228 on: June 07, 2017, 12:25:27 am »

Alright. Well, that could've gone better.
...
So, one option is making our airships faster, so they can no longer be targeted by the HA1. Another option is explosive shells, so that our carpet riders and ballistae can actually destroy their cannons rather than temporarily disable them. A yet further option is a divination spell that lets us dodge their artillery- even at Expensive, they can't have enough to constantly carpet everywhere with the stuff.
Immobile defences that do not take advantage of existing magics are not an option, in my opinion.
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Kashyyk

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Re: Wands Race - [Moskurg]
« Reply #2229 on: June 07, 2017, 01:24:28 am »

Detect Thoughts - A return to our mind magic,  this spell allows the user to scan an area for human thoughts.  It's not powerful enough to reveal what those thoughts are,  but instead the mage will know exactly where those thoughts are coming from.

This will allow mages to  quickly search for enemy scouts,  and if found an artillery barrage or cavalry raid can be quickly released. This should limit then entirely to unguided blind fire,  which should be more of a morale hit than cause any actual damage.
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NUKE9.13

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Re: Wands Race - [Moskurg]
« Reply #2230 on: June 07, 2017, 03:10:03 am »

After mulling it over, I think we could make explosive shells with a revision, and of the other two, the divination spell is more useful.

Antichronic reverbramancy*: When an artillery shell hits the ground, it is not only the earth that shakes. The magical fabric of the world is shaken also, with shockwaves travelling in every direction- including backwards through time. It is these reverberations that our new magic seeks to detect. This divination spell is tuned into the specific resonance of Arstotzkan shells, and is capable of detecting their impact several minutes before it happens. This provides just enough time for our forces to evacuate (or ride around) the impact zone (moving ballistae in this timeframe might not be feasible).
This will allow our infantry to survive artillery strikes, and allow our cavalry to ride fearlessly through the killing fields, with Arstotzkan artillerymen cursing their bad luck when our horses turn away just in time to avoid a shell hitting them. Horse-archers and War Pegasi raining death upon them, together with our ability to dodge, will then allow the bulk of our infantry to close with theirs, where our superior tactics shall win the day.

*Using the -mancy suffix in its correct form here, since we are predicting the future.

Quote
Detect Thoughts: (1) Kashyyk
Antichronic Reverbramancy: (1) NUKE9.13
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Re: Wands Race - [Moskurg]
« Reply #2231 on: June 07, 2017, 03:48:24 am »

Quote
Detect Thoughts: (1) Kashyyk
Antichronic Reverbramancy: (2) your 9.13, detoxicated
I still feel the need to branch out, time magic seems interesting, your spell also goes into earth magic so nice

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somemildmanneredidiot

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Re: Wands Race - [Moskurg]
« Reply #2232 on: June 07, 2017, 06:52:09 am »

Time Magic definitely feels along the lines as Anti-Magic in complexity, so we'd want to spend a research turn first. Which I don't think we can affird right now.

Our Lightning works right now, in regards to doing more and better damage to things. Upon reflection, the War Pegasi do the job of the gunboats that I had planned as our airships seem to only have one ballista on them, so a revision of the ULWs to be Directed Lightning should allow us to start pushing back against their artillery. We don't even need to improve their durability as they're so cheap. Therefore, I recommend we make the

Staff of Guided Lightning: Dusting off our old efforts at guiding the Divine Destruction from Above, the primary problem seems to be that we sought to use our magi to act as a direct conduit, which lead to the even chance of being smote along the way. This staff is designed to channel this Power and help the wielding mage to direct the Lightning to where it is most needed. In absence of a Storm, Wands of Thunderbolts can be used in concord with the Staff to provide the Lightning needed for the Staff's abilities. It is expected to be Expensive.

The staff will allow our airships to have an inbetween for our next artillery piece while also extending the range/accuracy of our Lightning Strikes and allowing for stronger coordinated strikes on targets.

If we absolutely need to go into another field of magic, I recommend some sort of Exploding Vibration Grenade as that's similar to Thunder and can be phrased as a progression of Earth Magic, which has a plethora of uses that we can exploit. Adding another shift to the battlefield with Tunneling would be the goal I'd want with Earth Magic. Plus Vibrations to disrupt and destroy Crystals.
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Happerry

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Re: Wands Race - [Moskurg]
« Reply #2233 on: June 07, 2017, 07:08:34 am »

Personally, I think we just need more wizards so we can have more carpet riders and siege weapons and such.

As such, I want to suggest a Focused Apprenticeship Program, where our wizards and master wizards pick out the most talented of Apprentices and use them as minions in return for giving said Apprentices focused training to turn them into proper wizards.
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NUKE9.13

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Re: Wands Race - [Moskurg]
« Reply #2234 on: June 07, 2017, 07:50:46 am »

Time Magic definitely feels along the lines as Anti-Magic in complexity, so we'd want to spend a research turn first. Which I don't think we can affird right now.
It's not Time Magic, it's Divination Magic. We have been casting spells in the Divination school since day one- there is literally no field of magic we have more experience with.

I propose that magical shockwaves are already going backwards through time, and we just need to develop a spell to detect them. No time travel on our part is involved. I could rewrite the proposal to be just "Detect Artillery Bombardment: Detects artillery bombardments. By magic.", but I like to give a little fluff to explain how the spell works.

Personally, I think we just need more wizards so we can have more carpet riders and siege weapons and such.

As such, I want to suggest a Focused Apprenticeship Program, where our wizards and master wizards pick out the most talented of Apprentices and use them as minions in return for giving said Apprentices focused training to turn them into proper wizards.
Thing is, what are those apprentices supposed to do? We only have so many carpets to hand out, and as it stands we can't get in range to cast most of our other spells.
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