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Author Topic: Wands Race - [Moskurg] {COMPLETED}  (Read 186598 times)

NUKE9.13

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Re: Wands Race - [Moskurg]
« Reply #2280 on: June 09, 2017, 01:04:10 pm »

Hey, it's a tie, therefore we should just go in reverse votes and therefore my idea wins, by virtue of having the greatest number of votes that is still greater than 0.


But seriously, give an all-weather Storm Strike consideration, guys. One revision makes the Hammer useful again. Not to mention providing a potential source of cover for aerial operations (They can't hear you over the thunder, and they can't see you in the pouring rain.)
All-weather Storm Strike is a good thing, but one that will be more useful after improving our airships.
I mean, we disagree on how, but we both think that we should improve lightning somehow. You'd rather see Accurate Lightning win than Passive Reverbramancy, right?
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Madman198237

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Re: Wands Race - [Moskurg]
« Reply #2281 on: June 09, 2017, 01:11:10 pm »

@Evicted:
If necessary, my vote is for Accurate Lightning rather than PR. We're too cool for public relations

But I would MUCH rather see a revamp to un-useless-ify our previously most lethal spells.
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evictedSaint

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Re: Wands Race - [Moskurg]
« Reply #2282 on: June 09, 2017, 01:26:01 pm »

Locked for accurate lightning

evictedSaint

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Re: Wands Race - [Moskurg]
« Reply #2283 on: June 09, 2017, 02:37:13 pm »

Revision: Accurate Lightning [2+3]

While the unruly forces of nature despise being commanded, it is much more receptive to suggestions.  Relying on our "Induce Zen" spell, we 'suggest' the lightning strike the enemies of the servants of Allah.  Our Researcher Priests claim that the actual mechanics behind the spell is more complex than that, but the effect is that (aside from the rare mis-fire) lightning will now strike where we tell it to.  It was difficult coaxing our mages to try it, but this effect also translates to our Spear of Allah - assuming we have the appropriate weather to cast it, that is.

The Wands of Thunderbolt also no longer occasionally shatter during firing, but our wizards continue wearing the glove as a fashion statement.

NUKE9.13

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Re: Wands Race - [Moskurg]
« Reply #2284 on: June 09, 2017, 02:55:07 pm »

Ah, the feeling of rolling a two and getting a five, thanks to years of experience and a not-too-ambitious design. SoA fix was something I had hoped we would get as an extra- this will make Storm Strike doubly effective when we revise it next turn.

Is there anything we need to decide on strategy-wise?
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Madman198237

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Re: Wands Race - [Moskurg]
« Reply #2285 on: June 09, 2017, 03:25:37 pm »

Unless somebody has a much better idea, I'd go for a full design spent on Storm Strike. Making it faster to cast, easier to cast, more powerful, and all-weather (With a PLUS THREE) will be worth our design time.
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NUKE9.13

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Re: Wands Race - [Moskurg]
« Reply #2286 on: June 09, 2017, 04:03:44 pm »

I have a better idea. We design magical propulsion devices for the Alsamma Safina. That way our mages can actually get into casting range safely.

I also have a worse idea. We design a compass (see my previous design for this). Designing a compass teaches us about magnetism. We then design an electromotor, powered by gradually discharging WoTs. And then finally, we attach propellers to the motor, and boom- we achieve in three designs what could with common magic be achieved in one. But it'd one-up Arstotzka and their bloody steam engine, wouldn't it?
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somemildmanneredidiot

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Re: Wands Race - [Moskurg]
« Reply #2287 on: June 09, 2017, 06:44:09 pm »

Things mentioned recently:
Night Vision
Cheaper Varient of Wand of Heroism
Scrying
Airship Improvements
Lightning Artillery
Compass>Magnetism>Coilguns
Passive Artillery Defense Revision
Basic Earth Magic
Improved Storm Strike

Am I missing anything?

Personally I am quite happy for how this panned out, I....didn't expect it to work out quite so well. Spear of Allah is finally online and our WoTs are vastly more effective.

Something to consider is making Lesser Heat Towers which totally aren't blatant rip offs of their Less Cold Towers. It would allow us to have heat improvements as well as cast our storm generation spell without worrying about competing atmospheric spells.

With SoA online, I can definitely see myself voting for Storm Strike improvements next turn. Though grabbing Night Vision and then using the revision on Storm Strike improvements would allow us to make a particularly strong counter offensive in the evenings. Plus Night Vision should help literally every front if the commanders use it wisely.

So, on a strategic front, unless they committed both design and revision to the sea, we're likely capturing both contested oceans this turn and then making a decent push on their ocean the turn after. Does anyone remember the benefits of doing that?
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"As to why you'd want to [throw your sword in combat] at all? The answer is pretty simple: There's someone you want to stab, but they're all the way over there, and walking is for peasants." - Starke of How To Fight Write

Madman198237

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Re: Wands Race - [Moskurg]
« Reply #2288 on: June 09, 2017, 07:23:49 pm »

Actually, I'd use the design. All those upgrades would make it castable from the deck of an Alsamma without hardly ANY upgrades (Fewer mages = less weight).
Then we REVISE the ship to carry enchantments directly to aid this ridiculous carpet-carrying scheme. Everything we want, but without the stupidity or ridiculousness.
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evictedSaint

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Re: Wands Race - [Moskurg]
« Reply #2289 on: June 09, 2017, 07:25:36 pm »

would someone grab the design description post for the SoA, please? I want to reference it real quick and I'm terribly lazy.

Madman198237

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Re: Wands Race - [Moskurg]
« Reply #2290 on: June 09, 2017, 07:26:53 pm »

Storm Strike:  Summons heavy rain and winds over the course of a day.  Expensive.
  Clear Weather:  Negates inclement weather within the given area.  Nests within Storm Strike for protection.
  Hammer of Allah:  Induce lightning from summoned storms.  Strikes indiscriminately, so can't be used in "danger close" situations.
  Spear of Allah:  Call down an individual bolt of lightning to target enemy commanders.  Difficult to control, has a tendency to hit the caster as often as not.  Our mages refuse to use it.
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evictedSaint

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Re: Wands Race - [Moskurg]
« Reply #2291 on: June 09, 2017, 07:28:17 pm »

Well, I meant from the initial design post, but I'll just look it up myself.  Like a peasant.

Madman198237

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Re: Wands Race - [Moskurg]
« Reply #2292 on: June 09, 2017, 08:05:59 pm »

Spear of Allah: [3, 5, 2]
Lightning is...fickle.

These beasts of nature are used to obeying only Allah himself, and while they're eager to lash out when unchained, listening to mortal men is not on their agenda.  While the weaker spears of lightning will strike where directed, the truly powerful will strike indiscriminately - more than once frying the very mage who summoned it.  With no way of knowing the strength of the bolt before calling it most of our wizards refuse to call down the Spear at all outside of the most dire of circumstances.  On the bright side, summoning one Spear rather than an entire storm is easy enough that any wizard could do it with the proper training - assuming a storm is already in progress. Expensive.

Found it for you
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somemildmanneredidiot

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Re: Wands Race - [Moskurg]
« Reply #2293 on: June 10, 2017, 12:18:29 am »

Also, haldo S34N1C, it's been a while, how've things been?
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evictedSaint

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Re: Wands Race - [Moskurg]
« Reply #2294 on: June 10, 2017, 12:19:29 am »

Combat for 938

Arstotzka does something entirely unexpected this year.  Previously thought impossible, they build another cannon, that's smaller than their existing cannons.  While many decry the AS-HAC-1 as a waste of magical effort, others are quick to point out the higher rate of fire, high muzzle velocity, all-crystal design, 360 degree firing arc, and brand-new sliding bolt-action breech-loader, which they've taken the liberty to append to all their existing cannons.  It's been mounted on all their existing Crystalclads as an anti-air measure, and is cheap enough that they can afford to station a few in the field to combat carpetbombers overhead.

Moskurg, in an attempt to combat Arstotzka's overwhelming artillery advantage, has delved deeper into the field of Divination with their development of the Antichronic Reverbramancy spell.  Designed to focus on the ever-branching possibilities of the future, the spell allows mages to enter a trance that lets the caster view these twisting, winding threads.  Once a cataclysmic event is ensured to happen the mage can recognize the sudden choke-point in the branching future for what it is and warn his allies of his prediction.  Skilled casters can gain a warning up to thirty seconds in advance, but less skilled casters like apprentices are lucky to get ten seconds.  The mage is otherwise useless while casting, and staying under for more than ten minutes risks losing their mind to the flow of time permanently.    For their revision, they go ahead and fix the innate inaccuracy of the lightning in their Wand of Thunderbolts, which has the nice benefit of also finally fixing their two-decade old Spear of Allah.  Assuming the weather cooperates, they can finally use the spell for its intended purpose.



Thanks to their new breech-loading artillery, Arstotzka can now fire their HA1 artillery slightly faster.  While this is nice by itself, the real benefit is that the cannons no longer need to tip down to allow new shells to be rammed down the barrel.  This means the artillery doesn't need to be re-sighted between each firing event and can more reliably hit the same location.  Moskurg combats this with their impressively-named Antichronic Reverbramancy, but the fact that mages must constantly dip in and out of the trance to maintain their grasp on the present means it sees a limited usefulness.  It does save lives on occasion, but often the warning doesn't come soon enough to relocate, especially since Arstotzka has taken up the policy of blanketing an entire "square" with artillery fire.  It would benefit from being able to stay in the trance longer, or allowing the mage to be useful in the meantime, or even simply giving a longer fore-warning, but as it is the spell doesn't provide a very large defensive bonus.

Carpet bombers are likewise met with frustration.  The HAC-1 doesn't quite perform its intended role of "filling the skies with iron" as even with bolt-action breech-loading, a new round and fresh water must be loaded in each time.  Arstotzkan mages instead track overhead targets, take careful aim, brace the tripod for recoil, and fire.  Often times they miss, as the crude cross-hairs aren't exactly sophisticated and they're targeting a moving target high above.  When they do hit, though, the effect is devastating.  The high-caliber shells rip helmet-sized holes through both flesh and carpet alike, and even a glancing blow is typically lethal.

Moskurg fires back with their refined Wands of Thunderbolt.  Their method of attack typically involves getting overhead and quickly firing off as many wands as they can , then tossing the entirety of their firestorm grenade saddlebag overboard.  Being struck by lightning isn't enough to ruin an HA1 artillery piece, but it does cause enough damage to put it out of commission until repairs can be enacted.  Hitting the operators tends to be more effective - anyone touching the artillery piece when it's struck will typically never fire another round.  The Alsamma Safina does its job standing at extreme range, high and out of the firing range of HA1 and HAC-1's alike.  It's a Very Expensive artillery piece that Arstotzka can't touch, and is often a sign of doom for the men on the ground.

Surprisingly, the HAC-1 proves to be effective in ground combat, despite being envisioned as an anti-air cannon.  The high-velocity round is a line-of-sight weapon, and has a faster travel time and flatter trajectory than a longbow.  Moskurg soldiers caught in the open can expect to be hit before they even know what's happening; the small round doesn't trigger Antichronic Reverbramancy, so the tranced-out mages on horseback fail to warn the party.  The HAC-1's can't exactly be used to ambush, though, since Moskurgs Detect Ambush spell from their initial spellbook is still in effect.

At the end of the day, Arstotzka does a decent job of hitting Moskurgs at range, especially since cannons no longer need to be re-aimed between loadings.  This, combined with their new HAC-1's preventing Moskurg War Pegasi from holding complete supremacy, provides the necessary advantage to take another section of jungle.  Moskurg soldiers are still freezing to death, so even if their artillery detection spell was working perfectly, they'd still be suffering casualties - it's year-round cold, and though their lightning is now accurate they can't cast if snow clouds won't permit it.  Even al-Mutriqa can't do that, though he does a solid job of raiding Arstozkan trains and preventing them from resupplying HA1 artillery pieces.  Moskurg is lacking in their offensive capabilities, and are pushed back to the far edge of the jungle.

Arstotzka gains a section of jungle.


The mountains favor Arstotzka.

The cold, artillery barrages, and HAC-1's are enough to eliminate Moskurg soldiers in the ancient castles.  Moskurg's heavy lifting is done through their carpet riders and airships, but it's not enough all on its own.  With Myark at the lead, they're rather soundly defeated.

Arstotzka pushes Moskurg out of the mountains.

Arstotzka has regained the mountains.  If they hold it for a year, they may use the metal bonus.


Rapid-firing, accurate, train-supplied, long-range artillery dominates in the plains. 

Moskurg does their best, but ultimately they don't have the offensive punch that long, sustained artillery on entrenched positions does. 

Arstotzka pushes Moskurg out of the plains.


Arstotzka gains control of the plains. If they hold it for a year, they may use the plains bonus.


The seas are, once again, no contest.

Unlike the rest of the continent, the Spear of Allah can be cast here.  Previously, Moskurg avoided casting Storm Strike on open waters, as the waves caused by the storm affects their ships just as much as it does Arstotzka's.  Now that their ships are all primarily fliers, it's less of a concern to keep the sea calm.

War Pegasi carpet bombers continue striking the exposed steam engines of Crystalclad ships, causing critical explosions.  The HAC-1 does a fair bit of work here, with one loaded on each ship - Moskurg has learned not to underestimate a massed group of anti-air cannons all firing at once.  The cannons even penetrate the Alsamma Safina ships, although the Adamantium covering manages to deflect all but the most square shots.  Even then, it takes many shots before the ship goes down.  In the meantime, the mages onboard call down the storm, and one-by-one call the Spear of Allah down on their enemies.  Requiring little more than a visual on the target, the spell is critically effective on Arstotzka's ships.  The Arstotzkan fleets in both the Eastern and Western seas are both completely annialated, and Moskurg takes control of both.


Moskurg gains control in the Eastern and Western Seas.  Next turn they will be able to apply their naval bonus to both the jungle and plains theatres.
 

Revision Credit!!!
The Sultans daughter, Hayat Salbi, has recently come of age.  She shows magical prowess; it's uncommon for females to join the ranks of the mages, but the Sultan is insistent that she receive proper training if she is to one day lead the kingdom in this age of magic.  The Sultan is utterly without magical talent, however, and asks that you train his daughter in his stead.  Please describe the training regime she's to be put on, and what spells she is to be taught. Remember that she is utterly untrained in the magical arts, and will likely be unable learn every spell in our arsenal - let alone be able to perform National Effort spells - in a single year.

Whichever side trains their heir to be a more competent mage will win a bonus revision for the next turn.



It is 939, the Design Phase.

Spoiler: State of Forenia, 939 (click to show/hide)

Spoiler: Moskurger Spells (click to show/hide)



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