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Author Topic: Wands Race - [Moskurg] {COMPLETED}  (Read 153148 times)

evictedSaint

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Re: Wands Race - [Moskurg]
« Reply #3225 on: September 11, 2017, 10:25:41 pm »

Revision: Shortwave Teletalk [4+1]

We revisit what was literally our first foray into developing magic; what had once driven our mages insane and reached only laughably short ranges. 

The Teletalk Wand, using our combined knowledge of electro-mahaghanetic principles, the Hayat Effect, and our own special brand of mind reading, has been rebranded as the Shortwave Teletalk Wand!  It uses a heavily modified wand attached to a small metal box, which can be strapped to a mages back without appreciably affecting their performance on the battlefield.  The wand acts as what our Researcher-Priests refer to as an "antenna", which can both attune to the users thoughts and communicate with another similarly-equipped mage several hundred miles away!  The device can communicate with multiple mages at once (assuming they're in range) by using "channels", which can be adjusted by a small slider on the box.  We've taken the liberty of setting up a couple relay-stations between the frontlines and the capitol, in order to better facilitate communications among leadership.  Mages must still relay what they've heard on the teletalk verbally for non-magical individuals, but the ability to talk to individuals hundreds of miles away will be invaluable despite these delays.

Unfortunately, a few mages have gone rogue and taken to polluting valuable teletalk channels with non-stop music.  While we still have plenty of available channels to use, our commanders are frustrated to find a few of the more popular ones have been taken over in this manner.  Attempts to figure out which mages are operating these "Pirate Stations" are ongoing, but unsuccessful for the time being.

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Re: Wands Race - [Moskurg]
« Reply #3226 on: September 12, 2017, 04:48:20 am »

Nice. Pretty decent round all over
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Kashyyk

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Re: Wands Race - [Moskurg]
« Reply #3227 on: September 12, 2017, 07:31:01 am »

Awesome.

I vote for Al Mutriqa to go to attack the Arstotzkan capital.
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Madman198237

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Re: Wands Race - [Moskurg]
« Reply #3228 on: September 12, 2017, 08:02:06 am »

So far, we've been told that our infantry armor was insufficient and that the Arstotzkans are half a step from taking the air from us.

You guys have made a brand-new RIFLE, long-range comms (This is fine, I guess), and smallish charges for the guns, even though it was pretty good as-is.



You guys better start praying.
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We shall make the highest quality of quality quantities of soldiers with quantities of quality.

NUKE9.13

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Re: Wands Race - [Moskurg]
« Reply #3229 on: September 12, 2017, 10:23:59 am »

Uh, Madman, we didn't use a revision on the gun. We used a revision to create Detect Person.
Also, air power should be slightly less relevant during street-to-street fighting.
Still, you're probably right, they could've easily developed better stuff than us this round. I don't rate our chances of outright victory too highly.

Quote
al-Mutriqa to the:
Arstotzkan Capital: (everyone)
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Long Live United Forenia!

Madman198237

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Re: Wands Race - [Moskurg]
« Reply #3230 on: September 12, 2017, 10:25:09 am »

Don't blame me, my mind is turned off right now.
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Kashyyk

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Re: Wands Race - [Moskurg]
« Reply #3231 on: September 12, 2017, 11:21:06 am »

Either way, it'll be a good read,  and something that will seriously scare them.
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Madman198237

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Re: Wands Race - [Moskurg]
« Reply #3232 on: September 12, 2017, 11:23:15 am »

I'd rather just win.

Otherwise, we lose ground, and it takes two additional turns for us to win.
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Iituem

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Re: Wands Race - [Moskurg]
« Reply #3233 on: September 13, 2017, 04:13:52 am »

Awesome.

I vote for Al Mutriqa to go to attack the Arstotzkan capital.

And I vote for Al Mutriqa to set up a reggae/ska Teletalk station, greeting every troop in the morning with a loud shout of "GOOD MORNING FORENIA!".
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Kashyyk

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Re: Wands Race - [Moskurg]
« Reply #3234 on: September 13, 2017, 04:24:16 am »

Once we add some sort of group telepathy mechanic (because speakers are too main stream) you could have a teletalk emitter on your ship, so you and your passengers can listen to tunes as you fly.
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Egan_BW

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Re: Wands Race - [Moskurg]
« Reply #3235 on: September 13, 2017, 08:10:42 am »

Awesome.

I vote for Al Mutriqa to go to attack the Arstotzkan capital.

And I vote for Al Mutriqa to set up a reggae/ska Teletalk station, greeting every troop in the morning with a loud shout of "GOOD MORNING FORENIA!".
+1, this is better than winning.
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Madman198237

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Re: Wands Race - [Moskurg]
« Reply #3236 on: September 13, 2017, 09:21:51 am »

Quote
al-Mutriqa to the:
Arstotzkan Capital: Everyone + 1
GOOD MORNING VIETNAM FORENIA: Nobody Who Matters
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NUKE9.13

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Re: Wands Race - [Moskurg]
« Reply #3237 on: September 13, 2017, 09:29:23 am »

Incidentally, we all know who is responsible for these Pirate stations, right? Gods-damned Cannalan infiltrators.
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Madman198237

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Re: Wands Race - [Moskurg]
« Reply #3238 on: September 13, 2017, 09:35:01 am »

He's a HERETIC!

ONE GOD, YOU FILTHY HERETIC!
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evictedSaint

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Re: Wands Race - [Moskurg]
« Reply #3239 on: September 16, 2017, 03:58:32 pm »

Combat for 949

As mentioned in the previous turn, the most exciting field of battle this year will be in the Arstotzkan capitol, with plenty of close-quarter fighting and siege warfare.  Arstotzka, accordingly, spent their design phase developing a high-altitude tactical bomber.  Their design had some mixed successes; the ASAF-B49 "Firestorm" is merely Expensive, and can operate above cloud cover far out of reach of Moskurg air forces.  They even succeeded in developing a crystal bomb printer using components from their Crystalworks and developed an oxygen-production spell to allow the pilot to breathe that high up.  Unfortunately, they  out of time before they could figure out how to integrate their HonestStrike module into a non-gun weapon.  Even worse, the bombs are quite small and the accuracy leaves a lot to be desired.  And finally, at the ultra-high altitude the Firestorm operates at ice tends to form on the craft, which reduces visibility and can cause crippling jams in the crystal bomb printer.  These bugs go sadly unfixed as the next revision was instead spent on revising their artillery shells to use their existing KPD drives to boost their range which they refer to as "Starshells".  This goes quite well, earning them two additional ranges on their HA1; 1 more than Moskurg's Thundergun's ultimate range, and 2 more than their accurate range.  The explosive capability of the artillery shells isn't diminished, as the overcharged Aethergem powering the shell explodes with a satisfying boom upon reaching its target.  Their second revision goes to improving their crystal, which hits a stumbling block saved only by their impressive existing knowledge of crystal.  The revision - "Crystal Subconjuration" - proves to be too intensive and expensive for anything larger than a crystal axe or a piece of crystal armor.

Moskurg immediately spends their Research Credit on developing their own hand-held rifle to match Arstotzka's; the "Lightning Rifle".  Essentially a means for a mundane soldier to use a Wand of Thunderbolts, the weapon is rather simply made.  An adamantium spike helps to direct the discharged lightning out of the wand, which is activated once the circuit is completed with the depression of the trigger mechanism.  An open sliding bolt allows the wand to be placed inside and removed by hand, and the entire contraption is cradled in a long stock made out of the finest jungle wood available.  It's simple and easy enough that every soldier can be equipped with one, and an experienced user can fire up to six times a minute.  The range and damage output are diminished slightly, however; the Lightning Rifle is accurate only out to Short Range (equivalent to that of a short bow) despite being able to go out to Long Range before the lightning bolt is drawn to the ground.  The explosive nature of the lightning is diminished out of necessity, resulting in a much more modest blast than the white-hot plasma explosion the normal wands produce.  After debating what to spend the revisions on, Moskurg designers ultimately settle on "Mindsense", a modified variant of their existing mind-reading spell.  The spell works by "finding" a mind rather than reading or manipulating it and returning the direction of that mind relative to the caster.  With multiple Mindsensing mages, this spell can work as a primitive form of Long Range RADAR, able to locate a mind (protected or otherwise) and pinpoint the rough location of it.  Their follow-up revision was "Shortwave Teletalk", which fixes the short-range limitation on their teletalk wands (their very first invention) and extends the range out to hundreds of kilometers.  A few of the mind-channels have been taken over by pirate radio stations, but the system is robust enough for use in the field.



Arstotzka makes another attempt on the desert.

Their new Starshells are quite effective, able to reach further than Moskurg's artillery and hit unsuspecting troops from a ridiculous range.  The initial elevation of the Mountainous terrain to the north makes this advantage easy to press at first, but once they've begun moving further into the desert and the terrain levels out it becomes apparent their communications system needs work.  Flares are good for general directions, but unwieldy for giving more precise coordinates.  Dialing in artillery barrages typically involves a Lightning overhead watching the ranging shot, landing, informing the artillery crew of how to adjust their aim, taking off, and observing the resulting area of effect before repeating the process.  Moskurgs Thunderguns are limited by now having less range than their counterpart, but benefit from the advancement of their Shortwave Teletalk Wands.  Getting their artillery in range of Arstotzkan troops generally relies on concealment and ambush - a generally impossible task in the open desert, but made merely difficult by their homefield advantage.  More useful is the artillery platforms mounted on their airships, which are immune to all but Arstotzkan Lightning fighters.  Though few in number and easily crippled when overwhelmed with enemy Lightnings, they manage to score a few solid hits in on the advancing Arstotzkan army.  Despite that, Arstotzka has too much of an artillery advantage with their range, sheer numbers, and starting elevation advantage.

When they get the chance, Moskurg makes attempts to push up the mountains, but Arstotzka is (and always has been) too firmly dug in to push out.  Troops never make it past the base of the steep mountains, and Arstotzkan artillery can operate with impunity with such an extreme range advantage.  Battles tend to occur on the desert sands far below instead, where the combat is more even.  Air power is still generally even, with Moskurg able to edge out a small advantage with their control of the weather and the ability to use lightning strikes on distant air targets.  Melees still also go to Arstotzka, whose longer-range rifles can control the open terrain and score kills long before the two powers close for pitched combat.  Their Valkyrie transporters can rarely land behind the Moskurg lines, though the flanking advantage is still blunted thanks to their poor suitability.  Moskurgs native naval advantage is more pronounced, but landing troops need to close in to make good use of their Lightning Rifles and halberds. 

Arstotzkas bonuses to open terrain outweigh Moskurgs capabilities, and by the end of the year they manage to regain a foothold in the desert far to the south.

Arstotzka regains a foothold in the Desert.


Much like the desert, Arstotzka makes good use of their artillery advantage.

Moskurg struggles to match them in the static trench warfare that's taken over the eastern half of the continent.  Tornadoes have poor effectiveness against dug-in trenches, and lightning strikes likewise struggle to a lesser degree.  Arstotzka's longer-range rifles also help here, and their HAC-1's are crucial to trench defense.  Moskurgs only advantages here are their superior communication, their slightly better flanking bonus, and their ability to communicate far more easily than Arstotzka with their cumbersome flares. 

The Protector, as always, fails to make much of an impact.

Sadly, Arstotzkas new Firestorm has a similar effect.  With the terrible accuracy and inability to operate for extended periods of time, it serves only to occasionally harass Moskurg troops.  It's not terribly effective, but Arstotzka's design team is quick to point out that none of them were lost due to hostile actions.

Combat is still mostly determined by artillery and airpower - with Arstotzka making advances with respect to their artillery advantage and having advanced already last year, that simply helps to cement their advantage in this field.  Moskurg manages to coordinate their retreats with their Shortwave Teletalk wands, mitigating their losses.  Phoenix transporters are useful with evacuation, able to pull out surrounded troops (as long as the Skyskiffs can keep enemy Lightnings at bay).  The Lightning Rifles are surprisingly good at trench defense, with their explosive capabilities able to kill advancing Arstotzkans once they've closed in far enough.  Even once the trenches are overrun, many soldiers ditch their unwieldy halberds to use the rifles exclusively, as the shorter length and ability to blast off arms and legs despite armor (breastplates and helmets are too sturdy to crack) is well-appreciated.  The last calvary charge of the war happens this year, cementing their obsoletion.  A brave Arstotzkan charge is met with disaster as the relatively less-armored horses are torn apart by a barrage of Lightning Rifle blasts, earning the weapon the nickname "Horsekiller".

Still, despite their limited success, Moskurg is forced back and cedes a section of the plains to the northerners.

Arstotzka gains another section of the Plains.


In the northern seas, Arstotzka's improved artillery doesn't have a pronounced effect, as combat is still primarily determined by air forces - Moskurgs navy is virtually nonexistent as they rely almost entirely on air ships. 

Moskurg managed to press their advantage last year, and with their improved communication thanks to their Shortwave Teletalk, they can more firmly flank and coordinate their attacks.  Arstotzkan Crystalclads sink to the bottom of the ocean and countless Lightnings splash down.

Moskurg gains another section of shoreline in the Northern Seas


And now, for the combat report everyone has been waiting on.

The Siege of Arstotzka's Capitol.



The main section of the capitol is surrounded with earth-work walls; wooden palisades backed by dirt and stone around a natural hill to create a plateau-style raised city.  The rest of the city spills out over these walls; mostly wooden homes, with the occasional stone shoring for a foundation.  The docks extend northward into the frozen sea where the majority of their fleet is crouched, having lost most of their shore bases to the Moskurg invaders.  Civilians have mostly evacuated or pulled back behind the walls, and the entire city holds its breath as the oil smoke to the south creeps ever northward. 

To the south, the Moskurg army marches through the snow, kept mostly warm by their temperature-controlled adamantium armor, which is good for little else than the warmth it can provide.  Arstotzkan Anti-Mages hide in trees and crouch in snowbanks to ambush the approaching invaders, but Moskurgs Mindsense spell shows its worth here.  Non-magical ambushes and traps can already be sensed, and with the ability to detect enemy minds (or more appropriately, the anti-magic shield around enemy minds) these ambushes invariably end in failure.  The new Firestorm makes a valiant effort to bomb the approaching troop columns, but only a few of the grenade-sized bombs actually hit enemy targets.  Far more freeze at the high altitude and explode, crippling the craft and sending them limping back home.  Arstotzkas most effective means of delaying the encroaching army is by making intelligent use of their artillery; most guns have been pulled back to the capitol to help prepare for the defense, but smart generals use their knowledge of the local terrain to figure out where the Moskurg army will be passing through to set up artillery ambushes.  Too long-range for Mindsense to detect, a sudden pre-dialed in artillery shell will land in the middle of a troop formation while making a difficult river crossing or passing through a mountain pass.  This does the most damage of all their delaying tactics, but the artillery pieces are invariably discovered and destroyed before they can escape.  The crews are captured and summarily executed.

Before long Moskurgs army reaches the outer edges of the city.  Empty farmhouses and snowed-in fields give way to humble shacks and halls with their doors swinging in the wind.  Moskurg loots what they can and continue their progress north until they are camped outside of the capitol proper, just out of range of the artillery on the walls.  Ivory towers dot the earthen walls, spewing cold and misery at the invaders.  Likewise, Moskurgs control of the weather buries the city in snow.  Neither side is particularly thrilled with the weather; Moskurg troops mix Alannar into their drinks to stay warm, and Arstotzkan's huddle beneath their leather gambesons next to their massive crystal cannons.  Guards on the walls man HAC-1's and stare into the treeline to the south.  Patrols along the hastily-dug trench go up and down the tree-lines, keeping a sharp eye out for northern ambushes or sallies.  Days go by in this tense stand-off as both sides prepare for the most intense battle the war has seen thusfar.

Finally, Moskurg makes the first move.

It's morning when the first Arstotzkan guardsman sees them; black specks rising up over the treeline.  The guards initially mistake them for birds.  It's an easy mistake, since the black dots are nearly impossible to see through the howling snow and wind anyways.  What gives them away is the sheer number; every Skyskiff, Phoenix, and Skyhawk in Moskurgs fleet rises up into position.  The alarm is sounded as the first artillery round slams into the city, annihilating a shoemakers workshop and sending splinters of wood through four nearby guardsmen. 

Lightnings scramble to take off, listing to one side as the wind increases in intensity.  Already those in the guards towers can spot a dozen tornadoes whipping up and curling towards the walls.  Arstotzkas air fleet skirts the snow-laden cyclones and blast off towards the encroaching airships.  Moskurg's floating artillery platforms get in a good number of hits - buildings crumble, and despite the snow a few fires break out in some of the older buildings.  Despite the damage the Skyhawks are doing, the Lightnings ignore them for now to focus on the more immediate threat; the Phoenixes.

A dozen Lightnings go down as their namesake blasts down from the sky, but enough get by to do their first pass on the giant tankers.  Turrets swivel and shake as the 20 mm rounds blast from the barrels and punch holes in the Adamantium armor.  Alannar leaks from bullet holes, and the craft begins to list as one of their engine nacells takes a round through the jet engines hidden within.  Lightning defense arcs off the craft, desperately trying to knock out a few of the attackers, but it's too late.  The ship tips and slides to the ground where it erupts into a truly awe-inspiring explosion - thankfully not within the city.  Skyskiffs rush forward to repel the counter-attackers, but once a Lightning starts moving they're hard to catch.  The Arstotzkans wildly wheel around and go after one tanker after another, managing to shoot down the last one just before it passed over the city walls.  Fire spills out onto the wooden palisade, but the earthworks behind it maintain most of the walls integrity.

With their focus mostly spent on the heavier airships, the remaining Lightnings soon find themselves out-numbered by Skyskiffs.  They make good use of high-speed passes to score hits, but before long most of Arstotzka's airforce and Moskurgs flying heavy weapons are downed.  Skyskiffs make do with what they have left, striking as many of the artillery emplacements on the walls as they can to make way for their army.  Moskurg troops on the ground turn their eyes skyward nervously as crystal and adamantium comes raining down, but few are actually hit.  Once it comes time to march their eyes drop back down to the walls in the distance.  Smoke curls over the city and distant booms echo across the snowy field littered with airship wreckage.  Fear claws at the heart of every man, until he rides past.

"Bravery!  Have heart, for today we destroy these Arstotzkan heathens!!!"

al-Mutriqa, sitting astride his his adamantium jet engine, raises his golden mace.  His purple cape swirls in the snowy breeze, and the cold win claws at his gray beard.  Even despite the wrinkles lining his face, his eyes burn bright with a religious fervor.  His Wand of Heroism inspires every man he flies past, but the effect is fleeting - until Hayat follows close behind.  Though brutally scarred, she is no less inspiring to those who see her.  Moral improved, the infantry commander gives the order and Moskurgs army charges for the walls.

The Skyskiffs and Skyhawks did their best, but a few cannons still stand proudly atop the walls.  An Arstotzkan standard waves next to each one, and an HAC-1 gunner stands close by.  As soon as the Moskurg army steps out of the treeline the cannons all erupt with a deafening roar.  Shells explode in the distance, sending men and limbs flying.  Myark stands atop the wall to the west, R1 in hand as he takes careful aim.  The most valuable targets go down first; mages carrying pavise shields.  Then commanders, then just whoever happened to be closest.  He works quickly, fury barely contained as he works the bolt like a flywheel.  His Wand of True Light causes those closest to the wall hesitate, only to be caught by his rifle round.

Bjorn stands atop the walls further to the east, bravely fighting despite the apparent danger.  Unlike his mentor, his fury is not contained; fireballs erupt from the palms of his hands, and with a horrible scream he hurls them to the south.  Moskurg soldiers burn in the distance as his fireballs take out whole squads.  Even his fellow soldiers look upon this God of Fire with fear.  Bjorn raises his hands and a wall of flames climbs out of the snow, catching a dozen Moskurgers in the blast.  It's a spell that only a group of mages can cast, but the prodigy does it all on his own.  Numerous Moskurgers burn as they stumble through the wall, some even turn tail and flee, but most stall and look for a way around.  Like an arrow from above, Hayat drops out of the sky atop her jet and crashes into Bjorn.  The two go tumbling further into the city where they disappear from view, and the wall of flames dies down.

They take heavy losses, but Moskurg manages to make it to the walls.  Infantry men go clambering up the frosty soil of shattered barricades with rifles in hand.  At this close range the Lightning Rifle is more effective than the R1; though it can't compare for range and accuracy, the powerful blast of a Lightning Rifle can take out a soldier or two all on its own.  Screams from both sides fill the city as fighting spills over the walls and into the streets.  Mindsense turns out to be a surprisingly effective tool at hunting down Arstotzkan troops and launching impromptu-ambushes.  Mindsensing groups of Moskurg mages direct squads of infantry into buildings or down alleyways, catching Arstotzkans by surprise.  The few Skyskiffs that remain circle overhead, attacking targets of opportunity where they appear.  Far to the south, Moskurg artillery wheels forward as fast as they can for the final assault on the palace now that the wall defenses have been taken care of.  An explosion rips through the western market district as al-Mutriqa and Myark find one another and continue their decades-old rivalry.  Fires engulf entire buildings as Arstotzkan mages abandon R1's and crystal axes to hurl fireballs at anyone they can see wearing Adamantium.  Moskurg commanders direct battalions through sectors of the city through use of their Shortwave Teletalk wands, which prove to be invaluable here. 

Before the day is over Arstotzka's remaining forces have drawn back to the palace and Moskurg's ragged troops have taken up defensive positions in what buildings haven't been burned down.  The city is in ruins; the Crystalclads all sit at the bottom of the harbor, the Crystalworks is a smouldering pile of charred wood and melted circuits, and the streets are cratered and littered with tangled bodies dressed in red or blue.  Moskurg has moved their Thunder Guns into position and prepare to shell the palace, where defenders crouch in windows with R1's in hand.  If taking the city had been a difficult, then storming the palace would be a bloodbath.  Moskurg soldiers grip their Lighting Rifles tightly and count their remaining shots, and Arstotzkans soldiers test the blades of their newly-reinforced crystal axes.  Neither side expects this final push to be easy - that's why it comes as a surprise when the Arstotzkan King steps out of the doors of the palace and waits patiently.  A few minutes go by before a Moksurg commander and a dozen guards approach.  All eyes are on this encounter; few people can hear what muted words the Moskurg commander and the Arstotzkan King exchange, but after a moment the two part ways.  Word soon gets out - Moskurg soldiers whisper conspiratorially about how the enemy King wished to surrender, and Arstotzkans mutter darkly about their cowardly leader who dared to yield to the enemy. 

Night falls, and the official announcement is made.

The war is over!

-standby for the postwar report-
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