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Author Topic: Wands Race - [Arstotzka] {COMPLETED}  (Read 376986 times)

Andres

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Re: Wands Race - [Arstotzka]
« Reply #1440 on: April 30, 2017, 03:14:57 am »

What about our Mountain garrison? We reign supreme when it comes to defence there, and chances are they're not going to attack there anyway.

Glory to Arstotzka.
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evictedSaint

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Re: Wands Race - [Arstotzka]
« Reply #1441 on: April 30, 2017, 03:23:18 am »

Combat for 928

Neither side develops anything related to skirmishes, so the raids are once again mostly even, leaning towards Arstotzka.

The jungles this year result in combat developing a fundamental shift in practice.

We deploy our new cannons and our Theatre Commander immediately makes good use of them.  Once again we approach the edge of Moskurg's area of control, and once again their ballistas begin raining death with the same unnatural accuracy as before - in greater numbers, even.  Our commanders hold back, however, staying just out of range.  Our mages are not so lucky and must be closer to the front lines, but their sacrifice is not in vain.  Our cannons thunder in response to their hailstorm, and the first cannon barrage in Forenia's history go sailing towards their lines.

The foolish Moskurgs do not know well enough to keep their troops back; they were clearly expecting a counter-charge from our infantry and calvary to stop their artillery, not a barrage of our own.  Their men are standing in front of their siege weaponry and our cannon balls go ripping through their lines.  They die in droves in the first volley, and as the second, third, and fourth hit our troops charge forward to take advantage of that confusion.  Our men are still torn to shreds as they charge through the jungle, and the progress is made slow by the thick mud generated by the non-stop rain and lack of vegetation, but by the time they reach Moskurg lines the battle goes in our favor.  Most of the casters operating the cannons die as Moskurg bolts come down on them, but with their anti-magic keeping us at bay they do more damage from this range than they would casting fireballs.  It's a difficult fight the first time without our traditional fireballs crashing into massed Moskurg troops, but we win the first battle.  In subsequent fights the battles are much less in our favor; Moskurg keeps their men back until they see us charge, then moving their men forward to meet us.  Our inferior accuracy means at long-range they can snipe us to death before we can return the favor, but the first battle was so devastating it's practically even.  It doesn't help that our cannons explode with alarming frequency.  Even when they don't, a misfire will result in the cannon jamming and being essentially useless for the battle.  The fact that our mages are almost uniformly restricted to this one use is also frustrating, even though they wouldn't do very much otherwise due to Moskurg Anti-Magic.

When they return the assault they find the same thing happening; their men are shot to death before they can get in appropriate range, and once ragged from artillery shelling they break and rout.  They can still out-snipe our artillery, however, and through patience they are generally able to gain the advantage.  It doesn't go well for us, but we don't lose a significant amount of ground.  Another battle like this and we will, though - Arstotzka is on the back foot.

Our Theatre Commander is in love with our new artillery.  He thanks the design team with tears in his eyes for finally taking his advice.  He asks for even longer range artillery - by holding them at a more extreme distance, we can kill them without ever having to commit our troops.  More accurate artillery would also be nice; failing that, area-of-effect ammunition would be great.  Something to deflect their shots would also be nice, if you can manage it.

Neither side gains a section of jungle.

Moskurg surprises us with an assault on the mountains.

Our men, having grown complacent with their "magic cards", do not expect the assault.  Moskurg stones crash into our ramparts from down below, and with alarm we find our arrows are less effective than before due to Moskurg armor.  New cannons, freshly sent from the capital, do a decent job at beating back Moskurg troops but it's not enough.  The cannons can't be angled down far enough to hit down-slope, and once in our blind-spot the Moskurg artillery can shoot up at us.  Our castles fall and for the first time in decades Arstotzka loses a section of mountain to Moskrug.  We will not gain any further metallurgy bonuses until we retake the mountains.

The Theatre Commander asks you to design a cannon with a greater range of fire to allow us to fire down-slope at invaders.  He also assures you that he has whipped the complacency out of our men in the mountains and that we will not be caught off-guard again.  He also suggest that perhaps Moskurg suffers from the same problem - an assault on the plains might catch the enemy off-guard after so many years of inaction?

Moskurg gains a section of Mountain.

The seas reach a stalemate. 

Moskurg artillery is much more accurate, but Arstotzkan cannons do a better job of doing damage when they hit.  The battle on the seas results in both sides at extreme ranges pelting one another until their ships sink.  Moskurg does slightly better, as their accuracy allows them to hit us more reliably.  We tank most of their hits due to our heavier ships, but we need to do something here or else we will lose the seas next year.  Arstotzka is on the back foot.

The Theatre Commander asks for either longer-range projectiles or - more preferably - something more accurate.  Fire projectiles would be nice too, since they'd be especially effective at sea.  Or if we could catch Moskurg ships, we could simply use our fireballs and sink them out-right.

Neither side gains ground in the Western Sea.

Revision Credit:  Arstotzka has offered a more attractive mercenary force and won the revision credit.  Their troops are gone for the time being, and should the battle go well overseas they will return next year.



It is 929, the Design Phase.

Spoiler: State of Forenia, 929 (click to show/hide)

Spoiler: Arstotzkan Elite Units (click to show/hide)
Spoiler: Arstotzkan Spells (click to show/hide)

NEW RULES.  READ.
Spoiler (click to show/hide)

Azzuro

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Re: Wands Race - [Arstotzka]
« Reply #1442 on: April 30, 2017, 03:24:37 am »

Quote
Final Proposal V.2 - Supporters (2): Azzuro, Chiefwaffles
30% of new apprentices (I assume we were already referring to apprentices)
55% of tundra garrison (including cavalry)
25% Jungle Cavalry
4 cannons
All the crystal weapons we can give them without sacrificing production in other areas

I'm fine with this.

And I'm also fine with stripping the Mountain garrison, given that it's supremely unlikely that they're going to attack there when they could push their gains in the Jungle. Barring ATHATH 'accidentally' stumbling into this thread, anyway.

EDIT: NINJA'D BY THE GM MY GOD

EDIT: So we didn't reduce the mountain garrison? That's a good thing after all.
« Last Edit: April 30, 2017, 03:28:57 am by Azzuro »
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10ebbor10

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Re: Wands Race - [Arstotzka]
« Reply #1443 on: April 30, 2017, 03:27:38 am »

Why did we lose in the mountains?

We have better defenses there than in the Jungle, and in the Jungle we held.

After all, in the Jungle we lost the ambush bonus, while we still have it in the mountains.
« Last Edit: April 30, 2017, 03:29:37 am by 10ebbor10 »
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Chiefwaffles

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Re: Wands Race - [Arstotzka]
« Reply #1444 on: April 30, 2017, 03:29:42 am »

While we do, I would prefer to keep a decisive advantage in the mountains--
Goddamnit.
And I'm also fine with stripping the Mountain garrison, given that it's supremely unlikely that they're going to attack there when they could push their gains in the Jungle. Barring ATHATH 'accidentally' stumbling into this thread, anyway.
This is irony, right?

@Ebbor: Pretty sure we lost because our forces were complacent. I'd guess that barring Moskurg designs made to exploit the mountains, we should be able to push them out next phase. Let's not get too cocky though.

Anyways, the cannon clearly needs to be improved:
  • Range - Would be helpful in general. Both in the Jungle and at Sea.
  • Accuracy - Also helpful in general in any theatre.
  • Mundane Use - It would be really nice if we could have non-mages use it. This would open it up to seeing more use and let our mages do other things.
  • Reliability - Apparently its tendency to explode/break is actually hurting its performance.
But that stuff can be done in revisions. For now...


Design: Disrupting Mist (This is a design because the goal is to make it more resistant to wind and to counter lucky strike)
Disrupting mist is an iteration of obscuring mist. It has two advantages: One is that the mist is magically "anchored" to its intended location, whether that location is mobile or not. This prevents wind and similar effects from merely blowing the mist away and rendering it less useful. It also means that as those summoning the mist don't have to constantly summon it to account for the mist being blown away and as such the mages casting Disrupting Mist have a bit more free time on their hands than those casting the previous version.
Secondly and more importantly, the mist works almost as a magical "jamming field" via the wonders of Mathematics. It doesn't disrupt magic performed within, but continuous effects will have greatly reduced effectiveness if not just fizzling outright and attempting to channel magic into something inside the fog from outside is impossibly difficult.


Quote
Designs
1 - Disrupting Mist: Chiefwaffles
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

Chiefwaffles

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Re: Wands Race - [Arstotzka]
« Reply #1445 on: April 30, 2017, 03:32:11 am »

So to sum it up:
We need to get rid of Lucky strike.

For revisions I think we should actually go for accuracy instead so we can actually snipe their ballista allowing for our men to get closer to the front lines. If we're feeling bold with the revision credit (yessss) then better range would make our artillery reign supreme next battle.
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

10ebbor10

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Re: Wands Race - [Arstotzka]
« Reply #1446 on: April 30, 2017, 03:33:46 am »

Quote
Revision Credit:  Arstotzka has offered a more attractive mercenary force and won the revision credit.  Their troops are gone for the time being, and should the battle go well overseas they will return next year.
\

Question : What forces did we actually send, because we don't know. We weren't finished discussing stuff.

Oh, and were they gone for this turn, or for the next?
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evictedSaint

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Re: Wands Race - [Arstotzka]
« Reply #1447 on: April 30, 2017, 03:38:07 am »

You sent a significant portion of your Tundra Force, some of the Heavy Calvary from the jungle and most of it from elsewhere, a small portion of your apprentices and 4 cannons for long-range engagements.  This, combined with your awe-insipiring crystal weaponry, clearly made you the preferable force to the insulting pittance Moskurg offered to send.

They will be gone for the battle that just occurred.  They will be back for next year, if they survive overseas.

10ebbor10

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Re: Wands Race - [Arstotzka]
« Reply #1448 on: April 30, 2017, 03:38:29 am »

Quote
Design: Disrupting Mist (This is a design because the goal is to make it more resistant to wind and to counter lucky strike)
Disrupting mist is an iteration of obscuring mist. It has two advantages: One is that the mist is magically "anchored" to its intended location, whether that location is mobile or not. This prevents wind and similar effects from merely blowing the mist away and rendering it less useful. It also means that as those summoning the mist don't have to constantly summon it to account for the mist being blown away and as such the mages casting Disrupting Mist have a bit more free time on their hands than those casting the previous version.
Secondly and more importantly, the mist works almost as a magical "jamming field" via the wonders of Mathematics. It doesn't disrupt magic performed within, but continuous effects will have greatly reduced effectiveness if not just fizzling outright and attempting to channel magic into something inside the fog from outside is impossibly difficult.

Question. What is this supposed to accomplish?

Seems it would only sabotage our own magic. I mean, the enemy does not have any continous magical effects that are cast on our own forces.

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10ebbor10

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Re: Wands Race - [Arstotzka]
« Reply #1449 on: April 30, 2017, 03:40:40 am »

Anyway, current status report.

Jungle: Losing
Mountains: Losing
Seas: Losing
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Chiefwaffles

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Re: Wands Race - [Arstotzka]
« Reply #1450 on: April 30, 2017, 03:40:53 am »

Hard counter to Lucky Strike.
Note how the design includes "It doesn't disrupt magic performed within". So if we don't get awful rolls, we can still use it on our mages without any problems.

It may have problems with crystal weaponry, but it's not like we're using that stuff right now anyways.
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

10ebbor10

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Re: Wands Race - [Arstotzka]
« Reply #1451 on: April 30, 2017, 03:42:39 am »

Yeah, but lucky strike is not a continuous magical effect.
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Chiefwaffles

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Re: Wands Race - [Arstotzka]
« Reply #1452 on: April 30, 2017, 03:43:26 am »

How do we know that? I assumed it was almost like an enchantment on arrows to influence its heading.
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

10ebbor10

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Re: Wands Race - [Arstotzka]
« Reply #1453 on: April 30, 2017, 03:44:23 am »

Because it's a starting spell, we have the description.

It's part of the Divination Spellbook,

Quote
Lucky Strike:  Magical guidance makes a squad shoot or strike true far more often than usual.  Expensive.

It's basically the mages foreseeing where the enemy is going to be.
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evictedSaint

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Re: Wands Race - [Arstotzka]
« Reply #1454 on: April 30, 2017, 03:45:40 am »

Clarification: Even those wearing anti-magic charms are not immune from getting shot through the eye-slit by a Moskurg Arrow.
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