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Author Topic: Wands Race - [Arstotzka] {COMPLETED}  (Read 377086 times)

Roboson

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Re: Wands Race - [Arstotzka]
« Reply #570 on: April 12, 2017, 06:33:47 pm »

Sounds like the pragmatic thing would be to switch to terror...
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evictedSaint

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Re: Wands Race - [Arstotzka]
« Reply #571 on: April 12, 2017, 06:35:28 pm »

It would neutralize their chivalry bonus and deny them troop resupply.  You would still get +1 troop back per turn, plus +2 reinforcements.

RAM

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Re: Wands Race - [Arstotzka]
« Reply #572 on: April 12, 2017, 07:49:49 pm »

Just mentioning, shields became much less of a thing as armour got heavier, resulting in tiny-little bucklers... I would still support deployable crystal shields though. Being able to repair your shield by flicking a switch and lugging a full tower-shield as a gem on your wrist would be nice...

How exactly is metal armour vulnerable to lightning? I mean, sure, it gets hit easily, but so do any troop formations. I recall once hearing that people are more likely to survive lightning strikes in the rain, there was a theory that the water might conduct it around the body rather than through it. I could easily see electricity arcing through an arm or sending burning metal onto someone's face or shocking their heart because lolrandom but overall I would expect lighting to be less effective against full-body metal armour than the absence of such. This just reeks to me of Keggers cheating up "electricity is strong against metal" nonsense from R.P.G.s and such in a line of thinking that would be largely impossible in the time-period and failing to appreciate that one of the things that electricity is most famously weak against is The Metal Cage of Faraday.
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Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!

Roboson

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Re: Wands Race - [Arstotzka]
« Reply #573 on: April 12, 2017, 08:08:00 pm »

It would neutralize their chivalry bonus and deny them troop resupply.  You would still get +1 troop back per turn, plus +2 reinforcements.

Wow, so the actual pragmatic way to go is to switch to terror.

I propose we switch to terror instead of pragmatism.
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evictedSaint

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Re: Wands Race - [Arstotzka]
« Reply #574 on: April 12, 2017, 08:22:15 pm »

stabbymcstabstab

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Re: Wands Race - [Arstotzka]
« Reply #575 on: April 12, 2017, 08:31:12 pm »

It would neutralize their chivalry bonus and deny them troop resupply.  You would still get +1 troop back per turn, plus +2 reinforcements.

Wow, so the actual pragmatic way to go is to switch to terror.

I propose we switch to terror instead of pragmatism.
Might as well, also the comic is legit funny. But if we do it we need to get the webs revised and cheaper to kill more of them during calvary charges(imagine what would happen if the front of a charge suddenly stopped, tumbled, got insanely stick enmass.) and to simply kill more of them while routing.
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Long Live Arst- United Forenia!
"Wanna be a better liberal? Go get shot in the fuckin' face."
Contemplate why we have a sociopathic necrophiliac RAPIST sadomasochist bipolar monster in our ranks, also find some cheese.

evictedSaint

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Re: Wands Race - [Arstotzka]
« Reply #577 on: April 12, 2017, 10:11:56 pm »

In the mountains our men develop a new card game to pass the time.  It involves a mixture of magic themes and creatures from legend - plus a few entirely made up.  The goal is to kill your opponent using your creatures, who are powered by terrain that you add to your kingdom.  Our men rather uncreatively call the new game "Magic". 

Otherwise, nothing interesting happens in the mountains this year.

No battles occur in the mountains.

A row of Moskurg forts stare silently across at a row of Arstotzkan forts, sitting on both the edge of the plains and tangia respectively.  Our men complain of cold weather, leaky boots, and mediocre rations.  The year goes by quietly.

No battles occur in the plains.

Fireballs streak through undergrowth at soldiers charging through wet, dense undergrowth.  Explosions rock the trees, and our longbows rip through leaves with deadly force.  Our men run screaming into battle, hacking and slashing with a wild frenzy as our calvary thunders through the trees into enemy positions.  Moskurg returns the favor with arrows of their own, pelting our men.  Rain pours, pours, and pours - for the first time in memory, the weather doesn't let up.  For the entire year thunder booms overhead and lightning arcs downward at random.  The jungle is marred with dead, splintered, burning trees from the incessant bolts of plasma that come streaking towards the ground.  Our men are hit with increasing frequency, and they get really mad when some of them die because of it.  The rain makes maintaining equipment difficult - steel rusts, boots fill with water, and men sink up to their knees in mud.  Our new flurry of longbowmen do a good job of punching through enemy sternums, though the jungle isn't the ideal place for their use.  The rain is hard on the bows, but oiled coverings keep them as dry as possible between battles.  Our heavy calvary do the heavy lifting, working in tandem with our heavy infantry.  We fail most of our skirmishes, but the more frequent use of fireballs means battles are more or less even.  Moskurg is more successful with skirmishes, lulling our guards to sleep at night before charging into our positions to wreck havoc.  Our caltrops do their job, but they've learned to travel single-file.  Anti-magic charms on the theatre commanders tip us off about incoming raids, but the warnings are becoming less frequent as Moskurg learns they're giving away their position.  By the end of the year, the jungle is filled with blasted trees and corpses.  The Moskurgs outnumber us here, and that's their only saving grace - that, and their cursed wizard al-Mutriqa.

The fighting is bloody; both sides lose several companies in the viscous combat.  The bloodiest part comes after the battles, though.

We make examples of every Moskurg soldier who dares surrender.

Neither side gains ground in the jungle.

We have very limited success in the desert, only winning a few raids before combat.  Moskurg hits our positions nearly every night, and by the time the battles occur our men are tired and angry.  We win one battle initially and score a good number of prisoners, but the following fights go against us.  We are pushed back to the mountains, under the safety of our Tower of Frost.  We captured a number of Moskurg soldiers during the initial assault, and Moskurg captures twice as many during our retreat.  We wait until our men are returned to us, then hang every last enemy prisoner from the parapets of the Tower.  Myark personally kicks the last soldier from the stony heights.  They hang there for the rest of the year where all can see them.

Moskurg repels Arstotzka from the desert.

The seas are a game of cat-and-mouse.  Moskurg threatens our ports whenever we sail, but flee whenever we get close.  They're cowards, every last one of them.  Battles are all fleeting skirmishes with no clear winner.

Neither side makes coastal gains in the Western Sea.



It is 922, the Design Phase.

Spoiler: State of Forenia, 922 (click to show/hide)
Spoiler: Arstotzkan Equipment (click to show/hide)
Spoiler: Arstotzkan Elite Units (click to show/hide)
Spoiler: Arstotzkan Spells (click to show/hide)
« Last Edit: April 12, 2017, 10:26:41 pm by evictedSaint »
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FallacyofUrist

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Re: Wands Race - [Arstotzka]
« Reply #578 on: April 12, 2017, 10:22:36 pm »

Hm. More destruction? More destruction. Also beastmen again.

Quote
Bestial Splicing: 0
Arstotzkan Fireball Corps: 0
Dragon's Fireball: 0

Arstotzkan Fireball Corps: Specialization has been demonstrated to work in the industrial realm. Why not the military realm? Different mages prefer different types of magic. Those apprentices that really prefer fireballs to the detriment of other magics(while studying in the academy) will not be forced to study other magics, rather specializing exclusively in fireballs.

Dragon's Fireball: It's about time we took our Greater Fireball and converted that waste heat into extra power. So mote it be.

Beastial Splicing: Using a ritual, we can now merge men with beasts, giving volunteers for this procedure animal traits. The strength of a bear! The speed of a wildcat! The nose of a wolf! All at the low low cost of some reasoning ability! They will never expect this! Unfortunately, as of right now, we can only splice mammals. The attempt at splicing a man with a lizard... didn't go well.
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Generic Arms Race.

Would you like to play a game of Mafia? The subforum is always open to new players.

Tyrant Leviathan

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Re: Wands Race - [Arstotzka]
« Reply #579 on: April 12, 2017, 11:07:25 pm »

I see beast soldiers as the way of the future. We updated magic and gear. Might as well do the soldier too. With marine mammals can have swim teams to ambush their boats. Alsoo could make things really interesting innjungle melee. With time and more combinations can have even more interesting soldiers.

Andres

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Re: Wands Race - [Arstotzka]
« Reply #580 on: April 12, 2017, 11:17:49 pm »

GM, what is the thing we're having most trouble with now? Before it was killing people, but what about now?
« Last Edit: April 12, 2017, 11:24:24 pm by Andres »
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evictedSaint

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Re: Wands Race - [Arstotzka]
« Reply #581 on: April 12, 2017, 11:20:07 pm »

You are suffering from poor skirmishes, but you can make that up with decent attack.  You still have trouble securing kills during route, though.

Andres

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Re: Wands Race - [Arstotzka]
« Reply #582 on: April 12, 2017, 11:27:35 pm »

How come Fireball is still Very Expensive? We spent a Design making it cheaper.

Would focus and intended limitations grant bonuses for designs?
For example for an intended limitation: We want to make the Darkvision spell like the OP. Instead of turning pitch black into day, we just say we want to make it turn pitch black into twilight.
For an example of focus: We want to make a new clone spell. We focus more on quality of clones produced than quantity.
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evictedSaint

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Re: Wands Race - [Arstotzka]
« Reply #583 on: April 12, 2017, 11:30:27 pm »

Fireball was your starting spell.

You then made a smaller variant called Minor Fireball.

You then revised Minor Fireball cheap enough to be used by your apprentices - called Streamlined Fireball.

Andres

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Re: Wands Race - [Arstotzka]
« Reply #584 on: April 12, 2017, 11:33:16 pm »

Fireball was your starting spell.

You then made a smaller variant called Minor Fireball.

You then revised Minor Fireball cheap enough to be used by your apprentices - called Streamlined Fireball.
Is there any way to make Fireball - the full power variant - cheaper?
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