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Author Topic: Wands Race - [Arstotzka] {COMPLETED}  (Read 375634 times)

RAM

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Re: Wands Race - [Arstotzka]
« Reply #780 on: April 24, 2017, 06:43:41 pm »

Indeed, I did warn of this during my long, droning prattle about various things. Although... Well, we could probably just pipe the steam into the ocean as it is now. It probably wouldn't do so much, but it would be a thing. Also, the boilers could be used as a self0destruct device to take out boarders...
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evictedSaint

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Re: Wands Race - [Arstotzka]
« Reply #781 on: April 24, 2017, 06:47:52 pm »

Combat for 924

After Arstotzka's push from last year, we've managed to maintain our momentum with some difficulty.

Skirmishes see Moskurg deploying a new, deadly weapon this year - arrows, with their metal tips filed down to a needle point.  Once again our caltrops do nothing to stop them as they charge into our camp in the dead of night, the lead rider holding aloft an ivory staff that snuffs out magic all around it.  Their horse archers use their new arrows to deadly effect; at nearly point blank range, the dreaded needle arrows punch through steel plate to dig into flesh beneath.

Well.  At least, some of them do.  The arrows have a tendency to crumple if they hit a particularly thick section of armor, and when they do penetrate they're not always lethal.  Still, they dig into the flesh beneath the steel when they do punch through, wounding men in armor.  The narrow arrows do less damage to unarmored men than regular arrows, but our soldiers aren't happy to have over-sized sewing needles shot into their midst.  Despite being less lethal than our own ashwood arrows, this frightening new weapon causes discontent amongst our men.

Our own skirmishes go equally well - the Moskurgs still aren't used to the cold weather we've foisted upon them, and time and time again they let their guard down.  We punish them severely for it, riding in with our plentiful heavy calvary and laying about where we can.  Our foot archers creep into range before sniping into their encampments, and before they can organize a counter attack we're gone.  Skirmishes are more or less even this year, with neither side doing more damage than the other.

The melee's have increased in lethality, however.  Moskurg needle arrows tend to dig into our wooden shields at medium range, and at close range they can cause superficial wounds that hamper our mens fighting capabilities.  This, of course, is ignoring the annoying tendency of Moskurg arrows to find their way into eyeslits and armor gaps - that still happens with frustrating frequency.  Our own arrows return the favor when they can find their way through the wind and rain, punching through what seems like tinfoil armor.  Moskurg had made some attempt to field armor in a clumsy attempt to imitate our invulnerable (except to lightning) plate armor, and their inexperience shows.  It's metal scales sewn together to drape each man in a coat, but it's frequently rusted and too thin to stop longbow arrows within long range.  It's not particularly adept at melee combat, either - a single blow will tear it to shreds, causing the thread to snap and leaving the soldier open for a second attack.  Even though it's utterly, utterly inferior to our own armor, it does give them more flexibility and buys their men a few extra seconds of life.

With our anti-magic charms now keeping our commanders safe, we've organize our Anti-Mage body guards into Anti-Mage Hunters [Roll at disadvantage: 5, 6].  Equipped with the finest bows, armor, and anti-magic charms we have available, they make a sport of shooting down enemy mages wielding ivory staves.  Other enemy mages cloak themselves in whirling cyclones of wind when not casting, but even they must drop their shield to cast their lightning.  When they do, they are quickly shot down.  Without al-Mutriqa to pick up the slack, we push Moskurg back another section in the jungle.  Those we capture are brutally, mercilessly executed in plain view of the enemy's lines.

Let them know what awaits.



The Theatre Commander is very pleased with our progress.  Switching the body guards to offense was a brilliant stroke, and with the enemy unable to protect their mages we've pushed them back even further.  It's mildly disconcerting that they've begun using needles for arrows, but if their foolish armor is any indication of their capabilities we should have this war wrapped up in a few years.

Arstotzka gains ground in the jungle.



With no new advancements to be used on the seas, neither side makes advancements here.

The Theatre Commander contemplates your steam engine, and quickly dismisses it.  It's too heavy to be used on a ship - however many men it replaces in work wouldn't equal the amount of weight it takes up.  He hopes you'll cease with this foolish talk of steam and develop something to give us a real advantage on the high seas, like perhaps an even bigger fireball.

Neither side makes coastal gains in the Western Sea.


Revision Credit Results:  
Moskurg: 2 reports + (1d4 = 1) = 3
Arstotzka: 3 reports + (1d4 = 1) = 4

Arstotzka has compiled a more thorough report of the incident regarding al-Mutriqa and Myark, and gains a revision credit for this coming year.



Spoiler: Azzuro's Report (click to show/hide)
Spoiler: andrea's Report (click to show/hide)
Spoiler: RAM's Report (click to show/hide)



It is 925, the Design Phase.

Spoiler: State of Forenia, 925 (click to show/hide)

Spoiler: Arstotzkan Elite Units (click to show/hide)
Spoiler: Arstotzkan Spells (click to show/hide)
« Last Edit: April 24, 2017, 07:07:31 pm by evictedSaint »
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andrea

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Re: Wands Race - [Arstotzka]
« Reply #782 on: April 24, 2017, 06:55:30 pm »

Not bad. and I say we ignore our naval commander and make the steam engine work.

edit: design to make practical steam engine, revision to fix/mount on ships, revision to get sloped plate armor to deflect needle arrows?
« Last Edit: April 24, 2017, 06:59:46 pm by andrea »
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stabbymcstabstab

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Re: Wands Race - [Arstotzka]
« Reply #783 on: April 24, 2017, 07:03:03 pm »

How about we make a steam whistle wagon? A loud monstrous sounding thin to freak the fuck out f their horses and still be moveable. but we might be able to do that on a revision instead of a design.


Also EvictedSaint we're missing our steam engine in our equipment.
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Long Live Arst- United Forenia!
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Contemplate why we have a sociopathic necrophiliac RAPIST sadomasochist bipolar monster in our ranks, also find some cheese.

Tyrant Leviathan

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Re: Wands Race - [Arstotzka]
« Reply #784 on: April 24, 2017, 07:09:33 pm »

Screw the navy commander. Steam will work and we can get iron clads, if lucky enough in other fields maybe even a steel fish/ sub marine deal.

FallacyofUrist

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Re: Wands Race - [Arstotzka]
« Reply #785 on: April 24, 2017, 07:11:29 pm »

Well that was a surprise.

Steam will work eventually, but let's get us something that'll help now. Or at least, shortly. We can use our spare revision to make the steam engine more workable now and then make it into a steamship in the 926 design phase.

Minor Splicing: We've figured out how to splice minor mammalian beast traits(ears, eyes, tail, claws, whiskers, equivalent) into our soldiers. Though this may induce some odd mental changes, those that volunteer to be spliced will gain considerable sensory advantages, and depending on species chosen, other light physical advantages as well.

Canning: We've figured out how to use glass jars and magical heating to more effectively preserve food, especially fruit, boosting the health and morale of our forces.

Medical Science: We've applied our scientific methods to our medical methods, and boy, have we improved. No more do we kill our veterans by bleeding them dry with leeches, nor do we clean them with murky water. No, nowadays we use clean boiled water for cleaning, and generally make good hygienic choices to improve the mortality of our forces.

I would suggest Dragon's Fireball again, but that's more of a revision.

Spider Silk Armor(a): For our ordinary soldiers, we have plate mail. For our officers... we have chain mail. This is unacceptable. Using conjured silk(which we've worked out a method to last longer than normal, at the expense of volume, which we don't need anyway), we create cloth armor that is ridiculously tough and basically only weak against blunt attacks, which the Moskurgians don't use... and additionally, not attracting lightning and being better for our mages.

Spider Silk Armor(b): For our ordinary soldiers, we have plate mail. For our officers... we have chain mail. This is unacceptable. We've worked out a method to control spiders using part of our wasp summoning spell, and we have them spin silk armor instead of their normal webs. It may seem weak, like cloth...which it is... but it's ridiculously vulnerable, doesn't attract lightning, is wonderful for our mages, and is basically only vulnerable against blunt attacks. This has the benefit over a of being permanent, but takes longer to make.

Control Beasts: Using the framework we already have in our wasp spells, we can now take control of enemy horses... that aren't shielded by their staves, at least. Probably.

Greatest Fireball: This long and arduous ritual requires the assistance of Myark and a valuable gemstone to use as a focus... plus quite a few wizards. There is one main result: A bloody huge fireball that basically creates localized armageddon. On the side, no damaging side effects are created, the heat all channeled into the fireball.

Horse Breeding: Applying modern genetic science to our horse breeding, we can now produce additional horses, and faster and less frightenable ones at that.

Hopefully one of these will stick.

Quote
Minor Splicing: 0
Canning: 0
Medical Science: 0
Spider Silk Armor(a): 0
Spider Silk Armor(b): 0
Control Beasts: 0
Greatest Fireball: 0
Horse Breeding: 0
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Generic Arms Race.

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Tyrant Leviathan

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Re: Wands Race - [Arstotzka]
« Reply #786 on: April 24, 2017, 07:48:27 pm »

I got three ideas for spells which I guess bring up ( feel like it)


The other stuff? Technology, not magic.

Spells:

Blazing Sight: A quicker, longer reaching spell that has more limited hit box. But gives casters heat vision to fry targets in line of sight.

Summon Sea Monsters: So navy commander no steam? How about sea serpents to crush their boats.


Anchor Net System: Using Runes to pre program magic, in "reserves" to keep Magic stable as a means to counter our crystals from vanishing. By anchoring the conjured material into our reality. To give your crystal gear back. Takes time for ritual since starter. Uses wave lengths and mageomath to solidify mana fields.

Tech:

Gun Powder Bombs: Or we could somehow make fused with ball castings full of stuff to blow up our enemies. They get rid of our crystal cantrips? Let them step into a old fashion mine field instead.

Or just dig pits morning before their night raids so they fall into stabbing traps of death.

FallacyofUrist

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Re: Wands Race - [Arstotzka]
« Reply #787 on: April 24, 2017, 10:27:17 pm »

Blazing Sight: A quicker, longer reaching spell that has more limited hit box. But gives casters heat vision to fry targets in line of sight.
What are the benefits of heat vision compared to a normal or adjusted fireball?

Summon Sea Monsters: So navy commander no steam? How about sea serpents to crush their boats.
Neat. Summon, or Conjure? Control the ones already there, or make new ones?

Anchor Net System: Using Runes to pre program magic, in "reserves" to keep Magic stable as a means to counter our crystals from vanishing. By anchoring the conjured material into our reality. To give your crystal gear back. Takes time for ritual since starter. Uses wave lengths and mageomath to solidify mana fields.
Like a magical programming language?

Gun Powder Bombs: Or we could somehow make fused with ball castings full of stuff to blow up our enemies. They get rid of our crystal cantrips? Let them step into a old fashion mine field instead.

It's going to take a lot more than just one design phase to get even ordinary smoke gunpowder. Mundane land mines are out of reach. Magical ones, however...
~~~
Exclusive Anti-Magic Amulets: This new variant of the anti-magic amulet can distinguish between magic created near it and magic created further from it and projected into its zone, letting our mages use these and still cast spells. They are unfortunately a little more difficult to create, however(which is fine because we don't need to give loads of them out anyway, just enough for our mages).

Quote
Minor Splicing: 0
Canning: 0
Medical Science: 0
Spider Silk Armor(a): 0
Spider Silk Armor(b): 0
Control Beasts: 0
Greatest Fireball: 0
Horse Breeding: 0
Exclusive Anti-Magic Amulets: 0
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RAM

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Re: Wands Race - [Arstotzka]
« Reply #788 on: April 24, 2017, 10:48:43 pm »

Minor Splicing:
* RAM likes due to new field of knowledge and potential to work.

Canning:
* RAM likes due to simple and useful.

Medical Science:
* RAM finds this wanting. medical science is difficult, cannot hope for antibiotics... Get magical healing instead, wishing people better is more likely to work.

Spider Silk Armor(a):
* RAM finds this to be completely useless, as the armour will vanish as soon as the enemy arrives.

Spider Silk Armor(b):
* RAM feels this could work, but may be difficult due to "spin armour shape 20 layers deep" being more complicated that "attack"... looks like good research on complex commands for creatures that disappear as soon as enemy gets close.

Control Beasts:
* RAM wonders if was controlled at all, and if wasp cooperate because controlled or if wasp created with cooperative nature. Could evolve into tree control is nice...

Greatest Fireball:
* RAM thinks "may as well revise wand"...

Horse Breeding:
* RAM thinks not so good in jungle and sea where needed...


spell of antimagic
Use mathemagics to precisely recreate the magical signature of an antimagic charm using magic alone. Attempt to condense the absorbed magic into a form of crystallised sound that can then be hurled as a terror weapon.

Our mages want antimagic too...

Steam Lumbermill
We work out a nice middle-ground size for our steam engine and design some gearing and valves to get it to work in a static environment. Combine this with some conveyors(using wheels, not belts, I don't want to get greedy) and wheel-saws we create an improved lumber processing mill that increases our lumber supply and reduces the cost of ships.

Quote
1 Minor Splicing: RAM
Canning: 0
Medical Science: 0
Spider Silk Armor(a): 0
Spider Silk Armor(b): 0
Control Beasts: 0
Greatest Fireball: 0
Horse Breeding: 0
Blazing Sight:
Summon Sea Monsters:
Anchor Net System:
Gun Powder Bombs:
Exclusive Anti-Magic Amulets: 0
spell of antimagic
steam lumbermill
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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!

stabbymcstabstab

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Re: Wands Race - [Arstotzka]
« Reply #789 on: April 24, 2017, 10:57:25 pm »


Quote
1 Minor Splicing: RAM, Stabby
Canning: 0
Medical Science: 0
Spider Silk Armor(a): 0
Spider Silk Armor(b): 0
Control Beasts: 0
Greatest Fireball: 0
Horse Breeding: 0
Blazing Sight:
Summon Sea Monsters:
Anchor Net System:
Gun Powder Bombs:
Exclusive Anti-Magic Amulets: 0
spell of antimagic
steam lumbermill
Bearzerkers that is all.
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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.

Tyrant Leviathan

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Re: Wands Race - [Arstotzka]
« Reply #790 on: April 24, 2017, 11:01:38 pm »

I guess voting for minor splicing as I wanted beast people troops too eventually. ( Wanted whale marines in water conflict.)

Only idea I think worth while is the Anchor Network programming which is most plausible as we already invested in anti magic and know how it works.


Quote
1 Minor Splicing: RAM, Stabby, Tyrant.
Canning: 0
Medical Science: 0
Spider Silk Armor(a): 0
Spider Silk Armor(b): 0
Control Beasts: 0
Greatest Fireball: 0
Horse Breeding: 0
Blazing Sight:
Summon Sea Monsters:
Anchor Net System:
Gun Powder Bombs:
Exclusive Anti-Magic Amulets: 0
spell of antimagic
steam lumbermill

As for sea monsters could be summoning or controlling pre existing ones. As the enemy is big on anti conjure/creation.
« Last Edit: April 24, 2017, 11:06:35 pm by Tyrant Leviathan »
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RAM

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Re: Wands Race - [Arstotzka]
« Reply #791 on: April 25, 2017, 12:46:19 am »

I like anchoring, but I am not sure how it works, or if it will prove effective. It largely assumes that persistence will succeed. ... ... Hey, G.M. do we have any data on whether our persistent fog is resisting their antimagic?

We really can't make any assumptions about their antimagic. Ours works as a power-drain, but theirs might be disruption or negation or overloading or delaying or excluding or... well, all sorts of things... Our own antimagic is very not-magic-like and ought to function just fine against theirs which, as a projectable effect, seems pretty magical. Until we get some actual data on their antimagic, we are stuck with guessing. Reserve magic might work against ours because it would sustain the flow a little longer, but it would ultimately drain and vanish. If, on the other hand, they randomised the surrounding magical medium, the magic won't be viable no matter how we project it, unless we project our own medium to support it. Magical annulment on the other hand would require more force to counter it, so holding anything in reserve is pointless, what is required is an additional power-source, which we could probably convert our antimagic charms into quite easily given their absorption qualities(how difficult can it be to extract material from a vacuum?). An overloading effect would cause the anchor to fry, like an E.M.P. to electronics, but it would be wonderful once we revised to overcome that and could project patterns into the magic-rich environment. If it offsets magical effects to some point in the near future, then it will likely stop it being scrambled by the temporary absence, but it would still get delayed, and might get scrambled by the failure to effect any magic in the meantime, and then you get the issue of overlapping magic as it kept being recast... Completely forbidding magic in an area would just flat out stop it from working, we would probably need some sort of external device to initiate the effect and everything would require a counter-field in order to operate.

It is a good idea, but does it work?

Oh, did we end up with scrolls or not? I forget...
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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!

evictedSaint

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Re: Wands Race - [Arstotzka]
« Reply #792 on: April 25, 2017, 12:50:02 am »

Your channeled fog has not come in contact with their antimagic, so the interaction is unknown at this time.

And no, you guys didn't want understanding of scroll magic so I removed it.

RAM

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Re: Wands Race - [Arstotzka]
« Reply #793 on: April 25, 2017, 01:09:12 am »

Order:
channelled fog come in contact with their antimagic

Order: crystal within range of our antimagic come into contact with their antimagic. Just put some caltrops in a thane's pockets or something...

Order: Abduct one of our own wizards who has had their spells disrupted and bring them here for dissection debriefing.
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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!

10ebbor10

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Re: Wands Race - [Arstotzka]
« Reply #794 on: April 25, 2017, 01:33:33 am »

_nonsense_.
« Last Edit: April 25, 2017, 02:04:36 am by 10ebbor10 »
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