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Author Topic: Wands Race - [Moskurg] {COMPLETED}  (Read 186626 times)

Madman198237

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Re: Wands Race - [Moskurg]
« Reply #3015 on: July 26, 2017, 08:24:29 am »

^ As he said.
Lightning COULD work, IF we could bypass their lightning rods. This should take only a design. Plus a revision to make lightning usable by apprentices.

If enough people will do the above next turn, I could get behind stealing their apprentice program. Putting 5 turns' worth of work back into service works wonders, we've seen it before.
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somemildmanneredidiot

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Re: Wands Race - [Moskurg]
« Reply #3016 on: July 26, 2017, 08:40:44 am »

We already bypass the Lightning Rods, we spent a revision to do that.
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Madman198237

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Re: Wands Race - [Moskurg]
« Reply #3017 on: July 26, 2017, 08:43:50 am »

Not effectively, no.

We can sorta-kinda-maybe guide the lightning from the rod to the person.

Outright making lightning seek crystals will, effectively, turn the Hammer of Allah into a huge number of Spears of Allah.
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Kashyyk

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Re: Wands Race - [Moskurg]
« Reply #3018 on: July 26, 2017, 08:46:08 am »

A way around the lighting rods game is by making the lightning strikes explosive. Instead of just electrocuting/overheating the target, it causes a sudden massive expansion. Even if their backpack lightning rods suddenly start working again, we'll just be blowing them up from two feet behind them rather than directly on them.
« Last Edit: July 26, 2017, 08:51:41 am by Kashyyk »
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Madman198237

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Re: Wands Race - [Moskurg]
« Reply #3019 on: July 26, 2017, 08:50:51 am »

Seeking crystal would give us great anti-infantry capability, huge explosions would give us great anti-vehicle capability and some anti-infantry capability as well.

Sure. Why not. Everything explodes now anyway, might as well just make it all go to hell in a handcart explode faster.

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« Last Edit: July 29, 2017, 02:44:43 pm by Madman198237 »
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evictedSaint

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Re: Wands Race - [Moskurg]
« Reply #3020 on: August 06, 2017, 12:04:20 am »


Combat for 945

Arstotzka scraps their project from last year and starts again this year learning from their past mistakes.  Known as the ASAF-F44 "Avenger", it was conceived as a weapon to rival Moskurgs so-far uncontested air superiority.  Two years of development went into the engine (proudly referred to as the "Kinetic Propulsion Drive" Mk. 2) and power source (known as the "Aether Reactor"), which required a fair amount of fine-tuning to get it working.  The Avenger is prone to capsizing, and the Aether Reactor lives up to the name - it "reacts" quite explosively when damaged, necessitating rather thick crystal shielding.  The KPD Mk. 2 is a heavily modified variant of their "Blastballs" spell, in that it uses an on-going continuous explosion inside a crystal "cup" to provide thrust.  This bell-shaped cup can be tilted with spherical controls in the cockpit, allowing the Avenger to move left, right, forwards, and backwards (although turning is done through banking).  The pilot sits up front in a clear crystal canopy and a gunner in the rear works an unpowered ball turret equipped with an HAC-1, though he has a field of view limited primarily upwards.  The entire contraption is shaped roughly like an arrowhead and can move quite fast, though it has terrible acceleration and requires the pilots full focus to keep from going into a deadly capsizing event.  For their revision Arstotzka finally fixes the "anti-magic" problem that's been plaguing their devices for decades, to an extent.  Their circuits are now "hardened" against anti-magic, meaning their devices that do not rely on mages (such as the HA-1b "Mundane", R1 and Avenger, specifically) can operate successfully in anti-magic fields.

Moskurg likewise works on their air force this year with the introduction of the "Skyhawk", the next-generation air-borne artillery platform design to obsolete their Alsamma Safina.  Much like the Phoenix, it is powered by four Adamantium engine clusters that provide lift and movement.  It is equipped with two ballistas and a large supply of explosive ammo, but has difficulty engaging nearby targets and relies on the crew to take care of threats.  It is skinny like a canoe, making it difficult to hit from a distance, but that also means it can "capsize" if the pilot isn't careful.  For their revision they upgrade their Adamantium War Pegasi Scrolls to flat-out Adamantium jet engines.  Using multiple inter-linking scrolls of varying size, it can provide even more thrust than the previous generation of flight-capable rugs.  This only really benefits the Phoenix and Skyhawk, as smaller aircraft are already fast enough that the limiting factor is the ability of the pilots to see through the wind and perform maneuvers successfully.



The Taiga continues to burn, but not nearly as much.

The Avenger is Arstotzka's shaky step into the world of directly contesting Moskurg's air superiority, and it shows.  The unpowered turret makes lining up shots on the faster Skyskiffs virtually impossible, and the primary focus is the large, lumbering Phoenix ships.  If an Avenger can get close enough, the HAC-1 can punch through the Adamantium armor plating.  Hitting the fuel tank doesn't really do much besides make the crew nervous; the ammo isn't explosive or heated, and Adamantium doesn't spark when hit as the temperature is constant.  What is vastly more effective is hitting an engine cluster.  It only takes a couple of shots before output begins to falter in a cluster, and hitting two on the same side will cause the ship to list and capsize.  This tends to be unfortunate for the crew and anyone underneath, but Moskurgs Skyskiffs do a fair job at keeping them at bay and the Phoenix is usually escorted by Skyhawks.  If nothing else can be said about the Avenger, then the crews will admit that the damn thing is hardy.  Ballista rounds can't crack the crystal hull, and the lightning-resistive crystal requires a few lightning strikes before holes can be blasted through.  Once the armor on the Aether Reactor is worn through, though, then the brilliant explosion will send shrapnel at everything in a fifty foot radius.  All-in-all, it's not really good for much other than hitting the vulnerable-yet-deadly Phoenix airships and keeping them from running freely overhead.  Anti-Magic Hardened Circuits are about equally as helpful, able to allow the aircraft and some of the artillery on the ground below to operate regardless of the glowing "No-Fun" field.  Mages still can't cast, though, but Aethergems and circuits operate just fine. 

More helpful for Moskurg than their anti-magic is their Skyhawk, which has double the rate of fire of the previous generation Alsamma Safina.  Able to hit from beyond anything Arstotzka can reach, Moskurg doubles down on their "pick and chip" philosophy.  Avengers are a concern though, as it takes a few lightning strikes to knock them out of the sky.  If they're too close then mages need to strike at the pilot or gunner, as the explosion would damage the Skyhawk.  Thankfully, their massive control of the weather makes it hard for Arstotzka to scramble interceptors or launch sorties, as it's nearly impossible to maintain formation in such inclement weather, so they don't really do much on that end.  Moskurgs newer, better engines also allow them to fly through and over Arstotzka's field of anti-air fire, putting them out of range of gun crews on the ground below. 

Arstotzka still has the advantage when it comes to melees, as more and more of their troopers begin favoring the R1 and its ability to firmly knock out an enemy soldier from range without a fight, but it still suffers from firing rate and cumbersome reloading.  The Protector still suffers from the poor locomotion issues that have plagued it since conception, and like the jungle these are exacerbated by the dense pine forests.  It can at least operate as a pillbox once it - inevitably - breaks down, though.

Despite the Phoenix no longer being the "kill everyone" weapon it was last year, Moskurg still has an overwhelming air advantage.  As the pine forests get denser, though, this becomes less and less of a factor and battles begin to rely primarily on hand-to-hand combat.  Even worse for Moskurg is the fact that Arstotzka has naval superiority in the surrounding waters (although just barely).  Troops can be landed behind Moskurg lines, and with their superior infantry Arstotzka can win battle after battle.

It's a hard-fought battle, and though Moskurg is dominating in the air it's not quite enough.  Arstotzka manages to push the invaders out of their homeland - but just barely.

Arstotzka regains the Taiga.


Air superiority dictates much more of the battle in the plains, however.

With close air support and the ability to hit trenches with (little) Arstotzkan opposition, Moskurg continues their roll from the desert to the north.  The Avenger shines with the ability to drop explosive artillery shells, though the bombing runs are often inaccurate and limited in effect compared to Moskurgs air superiority.  Combined with their navy hitting from the shores and their air force hitting from above, Arstotzka is forced to abdicate a section of ground here and give Moskurg a foothold.  The R1 and Protector both show promise here, but the problems that have plagued them limit what they can do.

Moskurg gains a section of the Plains.


The Mountains surprise everyone when Moskurg storms up the slopes and regains a foothold.

Small airships shine here, most notably the Avenger and Skyskiff.  With strongholds being all but obsoleted, most battles are proceeded with days of artillery barrages and air raids on choke points and defensive emplacements before being stormed.  Moskurg's explosive ammo and Skyhawk put them on par with Arstotzkan artillery (which unfortunately must be lugged from one place to another by cart on the treacherous mountain trails), so the battles are decided by the better air support - which must go to Moskurg.  If nothing else, the Skyskiffs are merely Cheap while the Avengers are Very Expensive, meaning that even if they were worse they would still vastly outnumber their aerial competitors.  The Protector is useless in the steep inclines and narrow, rocky paths, and the Phoenix is too easy to hit from concealed positions in the mountainous ground below.  Melees are infrequent, but the R1 proves to be quite useful here with its ability to shoot without standing up and flat trajectory.  That doesn't decide the major battles though, so Moskurg manages to gain foothold on the mountains once again.

Moskurg has gained a section of the Mountains.


Arstotzkas Avenger struggles against the larger and better-armed Skyhawks, and the smaller and faster Skyskiffs.  Moskurgs faster engines and new artillery platform lets them shell Arstotzkan ships from a safe distance, and one by one the crystal ships sink below the waves in the frigid northern seas.  This is especially bad for Arstotzka - this means that next year they will not be able to use their naval support to increase the effectiveness of their ground forces, but at least Moskurg doesn't have naval superiority.

Moskurg gains a section of shoreline in the Northern Seas.  Arstotzka loses naval support for next year.


Espionage Credit!!!

Both sides make good use of their Espionage Credit this year. 

Arstotzka manages to steal a thing, which will let them do a thing if they spend some time figuring it out.

Moskurg manages to kidnap a few of the high-level mages (turns out the crew is particularly adept at piracy and caught a few crystalclads out at sea).  They had to cut out their tongues so they couldn't cast against us, but thankfully left their fingers.  After a bit of coercing, we learn the process by which Arstotzka collects their mages.  Through a process of testing the civilian population and offering magically-inclined individuals scholarships, we could potentially increase our overall number of mages.  We'd still need to increase the size of our school to accomodate the increased number of magic-users we'd be training, but now we have a solid lead on increasing our forces.

Design Credit!!!
Hayat has been tinkering with her lightbulbs for the past year, and believes she has developed something new and exciting related to that field (dubbed "electricty") that she wants to share with the design team.  The Sultan has agreed to finance the little venture, so this year we gain an extra Design Credit - so long as it deals with our "electricity".

It is 946, the Design Phase.

Spoiler: State of Forenia, 946 (click to show/hide)

Spoiler: Moskurger Spells (click to show/hide)



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

Kashyyk

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Re: Wands Race - [Moskurg]
« Reply #3021 on: August 06, 2017, 01:17:19 am »

Electricity design credit?? Do I hear coilguns?

Ahem. I'm very concerned by what they stole. Probably lucky strike as that has been the main source of salt since day 1. I'm gonna throw together some designs in a bit.
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NUKE9.13

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Re: Wands Race - [Moskurg]
« Reply #3022 on: August 06, 2017, 07:25:53 am »

HS-aM-EA1: Based on documents captured from Arstotzkan artillery positions, we have determined that the best way to name artillery is with obfuscating codes. Thus, we present Hayat Salbi and al-Maghnat's Electrik Artillery One.
Collaboration between the insane mad eccentric inventor and the insane mad eccentric princess has resulted in the perfection of the Electro-Maghnat, consisting of coiled copper cable through which an electric current flows, generating a magical field that attracts iron. Which is very interesting, but not particularly useful... or so we thought. For the duo have constructed a device that promises to deliver death upon the foe with greater efficiency than anything that came before.
The Electrik Artillery consists of an adamantium barrel, with numerous electro-maghnats along its length. Modified versions of the Wand of Thunderbolts are attached to each of the maghnats, set up to fire in rapid succession, delivering brief but large surges of power to each maghnat in turn. An iron shell inserted into the base of the barrel is accelerated up it at increasingly extreme speeds, until it bursts forth with a deafening roar, launching vast distances across the landscape.
The prototype promises range equalling that of our ballistae, with an assurance by Hayat that further development will see the weapon outrange anything Arstotzka has ever deployed.

This design uses both the Design Credit, and the +1 to electrical research that we still have lying around. (right? It's been a while, but I'm pretty sure we never used it)
I figure we shouldn't shoot for something that equals the range of Arstotzka's weapons right away- better to develop a solid foundation upon which future coilguns can be built.



Dunno what we're gonna do for our regular design. It's been a while, I forget what we had in mind before.
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somemildmanneredidiot

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Re: Wands Race - [Moskurg]
« Reply #3023 on: August 06, 2017, 10:07:56 am »

Design Credit for Coilguns, perfection. We get that rolling and then revise the Skyhawk to be Expensive, and we should be stomping down their Crystal. As long as those two go well I have no opinions for our regular design action this turn. Maybe Adamantium Full Body Armor?
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Taricus

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Re: Wands Race - [Moskurg]
« Reply #3024 on: August 06, 2017, 10:16:58 am »

No need to drop the skyhawk to expensive. Why not double up on the electricity designs and effectively make magical superconductors to boost the performance of our railguns?
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somemildmanneredidiot

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Re: Wands Race - [Moskurg]
« Reply #3025 on: August 06, 2017, 10:24:01 am »

If we drop them to Expensive while having Coilguns, they will be easily able to wreck any hard emplacememts on the battlefield without fail.
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NUKE9.13

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Re: Wands Race - [Moskurg]
« Reply #3026 on: August 06, 2017, 12:47:06 pm »

Actually, I think Taricus has a point. With a single design, we're unlikely to get a very good coilgun. Spending two designs on it would deliver a superior end product.
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crazyabe

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Re: Wands Race - [Moskurg]
« Reply #3027 on: August 06, 2017, 01:45:23 pm »

Ahem "Jet based Ballista ammo" Thats what our revision should be. And I Support the... Really ugly named thing, could we get a different name? that one sorta sounds like something our annoying neighbors in arstozka would come up with.
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NUKE9.13

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Re: Wands Race - [Moskurg]
« Reply #3028 on: August 06, 2017, 02:39:25 pm »

sorta sounds like something our annoying neighbors in arstozka would come up with.
Yeah, that's the joke. It is intended as a taunt, making fun of their ridiculous naming schemes.
That being said, if people don't like the name, we can change it.
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evictedSaint

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Re: Wands Race - [Moskurg]
« Reply #3029 on: August 07, 2017, 11:00:39 am »

I don't see any votes, but the HS-aM-EA1 is the only design proposed so i guess thats winning. Design roll in a bit unless that changes.
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