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Author Topic: Wands Race - [Moskurg] {COMPLETED}  (Read 186628 times)

Madman198237

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Re: Wands Race - [Moskurg]
« Reply #2910 on: July 19, 2017, 02:12:03 pm »

I was guessing the opposite---he's not magical at all, but he's a devilishly tricky fellow, and therefore VERY advantageous to grab. It's a design credit, giving us a second design, right?
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evictedSaint

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Re: Wands Race - [Moskurg]
« Reply #2911 on: July 19, 2017, 06:17:30 pm »


Combat for 944

Arstotzka makes a thing this year, but it has a tendency to flip over and explode.  Despite the potential military applications of a giant exploding thing, they decide not to release it this year.  For their revision they improve their Aethergems, allowing them to recharge much, much faster.  This improves the rate of fire of their HA1-b "Mundane".  They hold back one of their Expense Credits and use the other to make Aethergems even cheaper, reducing the cost of their Mundane and R1 - which is now Expensive and Cheap respectively.

Moskurg has decided that More Flying Things Is Good and produce what they call "The Phoenix" - a giant flying flamethrower.  Essentially a giant tanker filled with Alnnar and powered by dozens of Adamantium War Pegasi Scrolls, it is hardy enough to withstand anything smaller than an HAC-1 at Medium Range and able to spew the oily substance on the poor men below.  It rolls with perfect Effectiveness and no Bugs, but some members of the Moskurg Design Team are still angry that it's not fast and can't fly very high or tank full-sized artillery shells.  Rather than fix any of those things however, Moskurg instead spend their revisions improving their Anti-Magic to be usable from their Skyskiffs and create a variant of their Firestorm grenades called "Fire and Thunder" - much less fire and much more boom.  For their Expense Credit they've decided to spend it wooing the traveling magician.



The Taiga, Arstotzkas Homeland, is the first to see the devastating power of the Phoenix this year.

Moskurg Skyskiffs, still virtually untouchable, run rampant over the skies this year - the same as they had last year.  The only difference is that the "gunner" can use their Anti-Magic Ivory Staves to stall the magic of the wizards below.  Their initial supply of new-and-improved grenades (now with brittle iron shells to throw shrapnel) is spent first.  All-in-all the new grenades don't do much that the old ones can't.  The shrapnel doesn't penetrate armor unless it's really close, and it doesn't leave flaming patches of hard-to-put-out fire.  Still, they're great against softer targets like horses or unarmored men.    Once their bomb stores run dry the Skyskiffs stop high in the air and blanket the ground below with their Anti-Magic fields.  Arstotzkan circuitry still isn't immune to anti-magic, so their cannons and guns can't fire.  This proves to be a horrific oversight.

Over the horizon, massive oblong Adamantium ships crawl towards Arstotzkan lines.  As they pass over Arstotzkan troops and defenses, the small turret on the bottom of the ship sprays those below with the contents of the tank above.  Unable to use their cannons, there's little Arstotzka can do but attempt to flee as a single bolt of lightning arcs from one of the ships above to the mess below.

Arstotzkas entire battle line goes up in flames.

The forests burn non-stop this year.

Moskurg gains a section of Taiga this year.  They've held the Jungle for a year, and may exploit it for the Jungle Wood.


The R1 proves to be more effective in the desert where more open lines of sight are available, and the melees that occur when Moskurg troops surprise Arstotzkan forces go almost entirely in Arstotzka's favor.  The R1 is never a soldiers only weapon, but the ability to quickly kill an enemy before switching to axe or broadsword is invaluable.  The 11 mm bullet punches through the thin leather-backed Adamantium armor that Moskurg soldiers wear, but one shot is all it's good for before the excess weight is dropped and the soldier goes for his main weapon.  The Protector is still suffering from poor locomotion and asphyxiation, but now they're also suffering from Anti-Magic from above completely shutting down the IDE engine inside.

Moskurg, meanwhile, has learned that they can't beat Arstotzka in a fair fight - either in artillery slug matches or man-to-man melee's.  They rely entirely on their airforce now, shutting down Arstotzkan magic and bombing men below.  With the advent of the Phoenix Arstotzka has learned to space their artillery out in huge, wide fields of deployment.  This makes it difficult to coordinate bracketing fire or protect one another from assaults, but on occasion a Moskurg Skyskiff will fail to shut down an artillery piece as the Phoenix comes in for the killing blow.  The explosions are breathe-taking, and anyone within a half-mile of the crash usually doesn't walk away from it, but these lucky strikes are few and in between.  Even without the Phoenix, naval superiority, or al-Mutriqa (who has taken a liking to standing on the bow of the giant fire-breathing Adamantium balloon), Moskurg could probably have pushed their Arstotzkan intruders back this year anyways.

Moskurg regains a control of the Desert.


With Moskurg forces tied up fighting in the desert, they are unable to push north to fight in the Plains or Mountains.  No battle occurs there this year, but things look grim for the defenders this coming year.

Arstotzka continues to hold the Mountains and Plains.


Neither side really does much this year that drastically changes the war on the oceans.  Skyskiffs are still the weapon of choice for Moskurg, and Crystalclads are still what Arstotzka relies on for their naval power.  With nothing really changing, Moskurg gains full control of the seas to the East and West of Forenia this year.

Moskurg gains a section of shoreline in both the Eastern and Western Seas and now has full control of both.


!!DESIGN CREDIT!!

Both sides attempt to woo the fabulous Saint this year.

Arstotzka starts off with their magical technology; demonstrating the feats of magic they're capable of producing without a mage at all!  The Saint is quite impressed - he admits that some of the feats they've performed are difficult for even him to perform.  He does a flourish and immediately pulls a string of handkerchiefs out of his mouth that goes on for an inordinate amount of time before ending in a pair of pantaloons.  Everyone applauds despite their confusion.  Next they give him a Restless train of his own; a large, blocky hunk of crystal confined to Arstotzka's limited railway system.  He's less impressed, but still accepts the gift and then pulls a bouquet of flowers out of thin air and hands them to a bystander. 

Moskurg tries to put on a bit of fanfare, showing off their magical prowess in a fantastic show that mimics many of the feats they've seen him perform.  He seems...less than enthused, muttering about "originality" and how they were "riffing off his talent", but his annoyance turns to awe when Moskurg pulls back the curtains to reveal the treasure seized from the merchant last year.  The Saint vanishes in a puff of smoke, only to reappear on top of the pile of gold with a deck of cards.  He successfully discerns which card a nearby child pulls from the deck and asks everyone to check their pockets, as they've all gained the same card magically - the Ace of Spades.  With a bit of a flourish, the Saint doffs his top hat, does a bow, and then does his most amazing trick yet - vanishing without a trace with every last coin on stage.  Though they search far and wide, it seems the Saint has disappeared from the island altogether with nary a credit left behind.

Neither side gains the Design Credit.


Espionage Credit!!!

After a bit of finger-snapping interrogation, it seems the trader is from the far-off land of China.  He admits to buying the boat from the former trader after his last trade run, intending to take his place and make his fortune selling magical artifacts from Forenia.  Unfortunately, his intentions were less-than-pure; had he managed to gain something of value from your nation, he would have gone to your enemy and attempted to sell your secrets for a massive profit.

Fortunately, this gives us a unique opportunity to use his skilled crew to further our own gains.  Loyal to a fault, they agree to perform an Espionage Credit for us if we release their captain and return their ship.  If we agree to these terms, we must honor our word and release the trader captain once their work is done.  Of course, we could just execute them all and be done with the mess...they're not exactly trust-worthy, after all.


It is 945, the Design Phase.

Spoiler: State of Forenia, 945 (click to show/hide)

Spoiler: Moskurger Spells (click to show/hide)



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

Taricus

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Re: Wands Race - [Moskurg]
« Reply #2912 on: July 19, 2017, 06:24:04 pm »

Well lads, looks like we're in the home stretch. Again. Lets see if we can't press this advantage. As getting transparent adamantium is a revision, and we can't really improve our aircraft until we have it we need to focus on... well, something other than air power for the design.
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Madman198237

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Re: Wands Race - [Moskurg]
« Reply #2913 on: July 19, 2017, 06:34:28 pm »

I'll rewrite a proposal for adamantine plate armor (In a weird and more effective way) and a revision to improve either the Phoenixes' (And Skyskiffs') speeds, or to improve adamantine to be MUCH tougher and harder (As in, sharp enough to shave an Arstotzkan's most hideous Viking beard, and tough enough to catch a cannonball without breaking).
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crazyabe

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Re: Wands Race - [Moskurg]
« Reply #2914 on: July 19, 2017, 06:38:37 pm »

I'll rewrite a proposal for adamantine plate armor (In a weird and more effective way) and a revision to improve either the Phoenixes' (And Skyskiffs') speeds, or to improve adamantine to be MUCH tougher and harder (As in, sharp enough to shave an Arstotzkan's most hideous Viking beard, and tough enough to catch a cannonball without breaking).
We don't just need to improve it to be tougher and harder, we need to make it more modifiable, if we can change all of its features to a greater amount we can produce MUCH more effective things from it, like almost entirely clear armor, or armor that absorbs light.
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Happerry

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Re: Wands Race - [Moskurg]
« Reply #2915 on: July 19, 2017, 06:44:15 pm »

I'm just gonna vote for railguns again at this point.
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Madman198237

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Re: Wands Race - [Moskurg]
« Reply #2916 on: July 19, 2017, 07:02:31 pm »

Well, yes, but the immediate concern is more protective armor (For airships AND men). Also, an infantry upgrade can include the armor, perhaps a revised halberd, and an adamantine shield. Probably just the shield and armor, as the halberd's already a pretty good antiarmor weapon, especially now that it's made of adamantine. Harder and tougher benefits them as well.
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Taricus

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Re: Wands Race - [Moskurg]
« Reply #2917 on: July 19, 2017, 07:04:12 pm »

Plate armour isn't going to help much in light of their new rifles; better to just not being around to be shot. Like in the air or something. And as much as a high-altitude craft interests me, without the weapons to equip it with such a craft wouldn't be useful. I can definitely agree on being able to make adamatine that much stronger/weaker is a large advantage as we can definitely make everything stronger, not just infantry equipment.

So basically we're stuck with Bane as the design we can do given the revision shortages. As railguns still require effective ammunition and would certainly be hellish to produce for little effect.

Quote
Bane:
Learning the lessons from the creation of adamantium and the particular effectiveness of the explosive firestorm and creating a new, far more effective explosive. By effectively summoning this new material we can create a new explosive as effortlessly as we create adamantium. Surreptitiously named 'Bane', this substance begins life as fine powder, capable of blowing up with significant force only when powerful physical force or electrical energy is applied to the composition; at high heat it merely burns extremely hot and without smoke rather than detonating making it a useful addition to our al-chemist's repertoire of materials

Currently, the powder has two uses; firstly, as a component of our incendiaries it can bring the temperature it burns to a significantly higher point, likely burning the poor arstotzkans caught within the flames, though the fire. Without the fumes, and the heat following the principles of 'convection', as out al-chemists refer to it, the mixture is safely handled by adamantium-garbed soldiers (such as ours) with a much reduced risk, while anyone not in adamantium protective gear is likely to be cooked in short order.

Secondly, added to our Mudawin-Nar (Thunderous fire) mixture, it makes the explosive force significantly stronger depending on the amount of bane is used, allowing the resultant explosive to detonate much more forcefully than an explosive without bane.
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Madman198237

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Re: Wands Race - [Moskurg]
« Reply #2918 on: July 19, 2017, 07:24:55 pm »

Bane is NOT anywhere NEAR our only option.

We could also do, with similar impact (Assuming no earth-shaking antimagic-proof shenanigans)
Quote
Flametroopers
In one design we should be capable of roughly duplicating almost-full-body plate armor. Add a backpack to that and use the revision to downsize an adamantine scroll to easily-man-portable size.....and pump Alnnar (The original, flammable stuff, not the explosive) into the tube. Light at other end. This will likely require two turns (One for armor and a clothlike/leather-like adamantine for better temperature protection) and one full turn for functional flame-throwing.


al-Tawrbinat's Wind Machine
By ramping up the power of the adamantine scrolls, we can create a wind cannon, a more graceful alternative to the elderly ballista or profane cannons of Arstotzka. Projectiles fed into the slot at the top rear of this weapon are pushed with great force down the barrel and fly to Extreme range or beyond.


al-Tawrbinat's Hair Dryer (Better Name Pending)
The Wind Machine is a wondrous invention. So wondrous that al-Tawrbinat himself spent extra time on the project this year and invented a man-portable version capable of throwing a Firestorm grenade out to Medium range. Since it is constantly "on", there is a cover over one end that will stop the wind until it is removed. Just like the artillery version, anything dropped into the hole on top (Near the back of the tube) will go flying, quite far.

Or we could make a new fast assault airship that uses a low-power Scroll to fling a projectile a short distance. This would help in case they try anything fancy with protecting themselves from antimagic.

I am personally in favor of a full-plate-with-shield-and-leather adamantine design with a revision for adamantine's hardness and toughness (Normally mutually exclusive, now you can have BOTH!) to make it better for stopping things and cutting things, all without breaking.
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Taricus

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Re: Wands Race - [Moskurg]
« Reply #2919 on: July 19, 2017, 07:38:28 pm »

Well, stronger adamantium doesn't require us to design new weapons or armour to take advantage of it, it'll be applied automatically.

And bane is necessary to take the castles in the mountains; though it could have to be combined with one of Al-Tawrbinat's devices for best effect.
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evictedSaint

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Re: Wands Race - [Moskurg]
« Reply #2920 on: July 19, 2017, 07:41:32 pm »

You do still have +1 effectiveness to mundane applications of electricity.  As I was asked, yes this applies to a railgun.

Madman198237

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Re: Wands Race - [Moskurg]
« Reply #2921 on: July 19, 2017, 07:47:44 pm »

While stronger adamantine does not require better armor, our present armor is simply not good enough any more. It can't stop even a glancing blow from a crystal axe, which tends to sheer straight through the leather components. We just need to beef up our armor. Whether it's full plate or not is honestly not such an issue, not now. We could do a full-bore desert-robes-of-adamantine and just enchant and revise adamantine to be ludicrously unbreakable or whatnot, so that even a blow from a broadaxe won't do much more than mildly annoy the wearer.

However, hard armors are presently the fastest way to armor soldiers, and armored soldiers win battles. Not to mention we're liable to be taking cannon rounds again shortly if the Arstotzkies get their collective sorry acts together, so we may want to be well-protected from such an eventuality.
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Taricus

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Re: Wands Race - [Moskurg]
« Reply #2922 on: July 19, 2017, 07:50:14 pm »

Does it also apply to the detonator of an explosive?

And armoured soldiers win in melee. They can't get into melee, they don't win. Keeping our troops light and relying more on mobility than actually letting the arsotzkans get close enough to use their axes is the better option. Not to mention with Halberds we do have a reach advantage over their axes, which is something to keep in mind. Mobility does trump protection to a certain degree.
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crazyabe

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Re: Wands Race - [Moskurg]
« Reply #2923 on: July 19, 2017, 08:07:24 pm »

"Design" "Curse of the living staff": By inscribing the holy writings normally put upon the staves of Tubikh Rrahim upon the living bodys of those captured by us over the years and returning them, we hope to produce a magical effect of similar power as the original staves.
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Madman198237

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Re: Wands Race - [Moskurg]
« Reply #2924 on: July 19, 2017, 09:20:47 pm »

Tell that to battlecruisers.

Now then, I agree. Mobility is helpful. Right now, our lamellar-armored soldiers enjoy EXCELLENT maneuverability. Explain to them, would you, how that works?
We need some basic form of protection. I think that this will protect us from shrapnel, blades, arrows, and fireballs---forever.

My other alternative is to rest on our laurels, comfortable in the guess that the Arstotzkans won't get their crap together in time to counter us...and spend a turn of research on our original findings when we delved into antimagic. Just an exploratory "Scientists, find what's there".
And we see what eldritch horrors and revelations from Allah we can dig up.

In other words, we attempt to stretch eS's sanity to the limit, as he tries to figure out a balanced way to let us do that. Unless we roll a one. In which he, he's going to laugh and say "Your best researchers just zapped their magic away forever poking around with the old antimagic. Good luck next turn."

However, SMMI convinced me on Discord. This is a preventative measure, just in case the Arstotzkans counter our antimagic-and-burn-it method that was so hideously successful last turn. Combined with a revision to make a basic version of al-Tawrbinat's Wind Machine (Adamantine scroll that throws things) or another explosives revision and we will have both long-range artillery firepower, a method to land troops behind enemy lines, and a boom-and-zoom platform capable of dumping obscene amounts of high explosives in a very short time before rushing off to rearm.

Skyhawk
This new airship is larger than a Skyskiff, yet smaller than the gargantuan Phoenix, and shaped roughly like a more aerodynamic ship, with a deck on top. The ship is not much wider than necessary, tending towards a long, lean shape with great speed, capable of carrying a full squad of soldiers belowdecks in the cargo area, which otherwise is filled with Fire and Thunder grenades and shells for use in the ballistae. The deck is clear of obstructions, and capable of holding two ballistae on the centerline, which can point fore and aft, or to either side. The wind scrolls are carefully placed on the sides so as to not interfere with the ballista firing lines, and there are extras that point only backwards, to be managed by an apprentice when extra movement power is necessary, perhaps to cross no-man's-land between our two armies. There are a lot of the wind scrolls, because this machine is meant to have a lot of lifting power. If necessary, it can bombard from range, or close in for the kill with its deadly cargo.

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Skyhawk: (2) SMMI, Madman
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