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Author Topic: Wands Race - [Arstotzka] {COMPLETED}  (Read 375664 times)

Andres

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Re: Wands Race - [Arstotzka]
« Reply #2610 on: May 27, 2017, 07:36:05 pm »

Quote
MYARK
2 - Send to Western Sea: Chiefwaffles, Andres

MERCHANT
1 - Give few falcons + crates of crystal weapons + Fog-O-Wars to replace his current ship(s): Chiefwaffles
1 - Give few falcons + crates of crystal weapons + Fog-O-Wars + crates of plate armour: Andres
Still giving him the plate armour. We're competing with pegasi.

Glory to Arstotzka.
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Chiefwaffles

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Re: Wands Race - [Arstotzka]
« Reply #2611 on: May 28, 2017, 03:34:50 am »

Fair enough.
Quote
MYARK
2 - Send to Western Sea: Chiefwaffles, Andres

MERCHANT
2 - Give few falcons + crates of crystal weapons + Fog-O-Wars + crates of plate armour: Andres, 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!

evictedSaint

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Re: Wands Race - [Arstotzka]
« Reply #2612 on: May 28, 2017, 07:46:39 pm »


Combat for 935

This year sees a powerful shift in Arstotzka's artillery equipment.  Their HA1's, longer-ranged and higher caliber than their smaller HC1-E's, are now merely Expensive.  Before, Moskurg only had to worry about the occasional barrage from beyond their line of sight every once in a while, and even then only a few shells would fall at a time.  Now, when the inevitable Green Flare rises up over the horizon, they can expect metal shells to rain from above in furious amounts.  Carpet bombers can't kill enough to make a difference, not with falcons scratching at their face and limiting their effectiveness.  Ballistas, once the main-stay of Moskurgs assaults, have been limited to sniping the apprentices in the field before they can send off their flares.  Assaults are met with a hell-storm of artillery fire.  al-Mutriqa does his best, zipping around on carpets and hurling firebombs, but it's not enough.  Lightning can't even be used due to the constant freezing, snowy temperatures.  Moskurg is forced out of the Taiga easily.

Our Theatre Commander is very pleased with the cheaper artillery.  Better ammo would improve the effectiveness of the device, but he's more concerned with Moskurgs flying carpets.  Better falcons would do a lot to preventing the (admittedly infrequent) bombing raids.

Arstotzka regains full control of the Taiga.

Arstotzka pushes down from the mountains this year, gaining a section of desert.

Their Minor Towers of Frost make the swelting desert weather bearable, and Moskurgs Divine Desert winds can't repel the cold fast enough.  The HA1 artillery has a height advantage, meaning their unbeatable range is even further increased.  Moskurg still suffers from diminished carpet effectiveness, and their temperature bonus isn't enough to offset the constant barrage of artillery shells.  The warmer temperatures mean their Storm Strike and Hammer of Allah can be used, at least - lightning strikes at random, frying artillery cannons and soldiers as they come down the mountains.  It's close, but Arstotzka manages to gain a section.  Next year Moskurgs Naval Advantage will make it possible to land behind them and bombard them from the coast, but for now Arstotzkan boots tread on Moskurg sands.

The Theatre Commander is pessimistic about our chances in the desert.  Moskurg has naval superiority and a temperature bonus, and we will likely lose the desert next year.  If we could freeze them out, it'd go a long way to eventually marching into their capitol.

Arstotzka gains a section of the desert.  They have regained their Metal Bonus from the mountain.

The Artillery bonus is even more obvious in the plains.

Flat, open ground is an artilleryman's dream, and though the shells only kill where they hit, there's enough of them that the trenches are constantly under attack.  Their fire rate comes in bursts as they're forced to wait for more ammo and water to supply their cannons, but these reprieves don't come often enough for Moskurg.  They gain a section of ground, forcing Moskurg to cede their absolute control of the plains.

The Theatre Commander is confident in our ability to take back the plains with our new plentiful artillery cannons.  Better ammo would be welcome, but he's disappointed there's no effective way to use our soldiers in combat with their new vanish-proof crystal weapons.  Being able to advance our men without fear of their out-dated ballistas cutting our men down would be fantastic, but he has no clue what sort of weapon would let us do that.

Arstotzka has secured a section of the plains.

Moskurg ships push the Eastern Seas and Western Seas.

This year, Moskurg rolls out a new, powerful variant of their ships - named the "Sirocco".  Made of what wood is left in the jungle, the Sirocco has a hardened hull clad in an unnatural, glowing white metal.  These ships are just as fast as Arstotzka's steam ships, and the hull can survive all but the most close-range, carefully-aimed shots from their powerful steam cannons.  This, combined with their air superiority, means they are able to beat Arstotzka back a section in the sea in the Eastern coast. 

It is a much closer battle in the Western sea, though - Myark is seen standing aboard one of their lead ships, hurling fireballs and firing off cannons with each hand.  His falcon single-handedly takes down a flight of carpet bombers, but the real advantage comes from his Wand of True Light - once battles start, it's difficult for Moskurg sailors to stand and fight.  They flee more often than not, but even these brief skirmishes go in their favor.  They're just as fast as steam ships, and unless the shot hits square cannon rounds will deflect off their armor.  Meanwhile, Moskurg ballistas have no problem setting Arstotzkan ships alight, which inevitably sends them to the bottom of the ocean.  It's close - very close - but ultimately Arstotzka loses more ships than Moskurg thanks to their new armor and fast hulls.

The Theatre Commander is very alarmed.  Moskurg has out-classed our ships in a single turn, and we MUST do something to level the playing field before they gain control of the ocean.  Armored ships of our own would be ideal, or even air forces to strike back at Moskurg from above.

Moskurg gains ground in the Eastern and Western Seas.
 

Expense Credit!!!
The trader eagerly accepts a Fog-O-War ship, amazed by how it moves without sails or oars.  He's more hesitant to accept the crate of crystal weapons, but after assuring him it won't vanish like last time he loads it aboard his ship.  He and his men wave goodby as the two ships disappear over the horizon.

We have gained an Expense Credit.


It is 936, the Design Phase.

Spoiler: State of Forenia, 936 (click to show/hide)

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



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

helmacon

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Re: Wands Race - [Arstotzka]
« Reply #2613 on: May 28, 2017, 08:05:16 pm »

What makes me really giddy is that it sounds like the enemy doesn't even know we have Crystal weapons again yet.

I guess it's obvious we do a ship design this turn?
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VoidSlayer

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Re: Wands Race - [Arstotzka]
« Reply #2614 on: May 28, 2017, 08:15:01 pm »

This year we learn that the crystal weapons do indeed disappear, it just takes a full year and we stiffed the man again.

So boat? 

I am thinking twice as big as what we have, all armored in light crystal with say four cannons, 4 firing ports on each side and 2 fore and aft.  Powered by two engines to keep up speed, the rest is wood and metal or whatever is cheap/strong enough to actually build it.

Have the firing ports use a clear crystal door/window that can be opened and closed to allow the cannons to be reloaded and aimed without being exposed.

Chiefwaffles

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Re: Wands Race - [Arstotzka]
« Reply #2615 on: May 28, 2017, 08:16:12 pm »

Ship design yeah, but without a doubt they'll try to counter our artillery. We should revise crystal plating for our cannons.

Some way to block their artillery fire would also be nice. Crystal armor could lessen the impact?
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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!

VoidSlayer

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Re: Wands Race - [Arstotzka]
« Reply #2616 on: May 28, 2017, 08:17:51 pm »

I still say we should just summon crystal bunkers.  While crystalworks is great for industrial crystal, being able to create it out of thin air in the middle of a battle field is also useful.  We need SOMETHING for our mages to do anyway.

VoidSlayer

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Re: Wands Race - [Arstotzka]
« Reply #2617 on: May 28, 2017, 08:19:16 pm »

Also we could create crystal tunnels out of the bunkers eventually.

Summon a bunker, then summon one right next to it, keep doing that in a row and moving our troops between them and advance.  By the time we hit their anti magic fields we will be in range to do melee.

RAM

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Re: Wands Race - [Arstotzka]
« Reply #2618 on: May 28, 2017, 08:26:57 pm »

Ragnarok Rounds
Spell Shells.
We Create a mess of curcuits to rotate magic around a point, and we place a pair of polarised antimagic charms either side of it. The circuits bind the magic into a single entity which is pulled and stretched between the two charms. This stretching effect prevents magic from forming a completed spell, holding it in the moment just before triggering. This allows the shell to store magic spells that will emerge when the apparatus become misaligned, generally when it hits something. We are hoping for a capacity of at least 20 fireballs.


Metaconjuration
We use conjuration to summon a fully-formed magical spell at a disatnce. In this case an instantly detonating fireball spell.


Vine Mine
We grow light, tough vines that have an inside and an outside. They are studded with crystal shards and are carried from the 'back' side by trained dive-bombing falcons. When they detect something from their 'front' they wrap around it and start grinding, which is generalyl fatal to cloth, leather and skin... Ideally these fall upon carpets or wizards.


Antiluck wards
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helmacon

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Re: Wands Race - [Arstotzka]
« Reply #2619 on: May 28, 2017, 08:32:43 pm »

RAM literally ninjad the name spell shells from me just now. :P.

How about we do a general purpose Crystal armor plates. Large Crystal plates made in the Crystal works that could either be used on ships or artillery. Not quite as good as a purely fitted Crystal ship, but more versatile. Helps counter the incoming artillery counter, and does some work with our ships.
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RAM

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Re: Wands Race - [Arstotzka]
« Reply #2620 on: May 28, 2017, 08:33:03 pm »

Design: SO1-AG "Rod to God"/"Fenrir Rounds"
"You know what? Just shoot them. The whole thing. We don't need them."
~Project Lead

An anti-magic charm is tuned up to insane proportions. Through intense efforts by many of our best wizards and the leadership of Myark, we may bring up the anti-magic field of an anti-magic charm to extreme proportions. The area is extremely small, but the power is so intense that the charm can disappear from reality once any more energy is added. This charm is loaded into a hollow Special Ordinance shell along with the best explosive we can find in Forenia.
The SO1-AG is then shot out of a cannon and once it hits an enemy magic field, the entire shell will disappear into the Heavens, where it will blow up any local supernatural deities, with a particular tendency to blow up the deity that person is likely praying to thanks to the shell currently homing in on them. Rinse and repeat until the gods are dead.

Special Ordinance 1 - Anti-God "Rod to God"
Quote
1 Rod To God: RAM
0 Ragnarok Rounds
0 Metaconjuration
0 Vine Mine
0 Antiluck wards
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Andres

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Re: Wands Race - [Arstotzka]
« Reply #2621 on: May 28, 2017, 08:40:31 pm »

Explosive Ammunition: Artillery shells that explode. When they hit the ground, it activates the magegems within them to explode with the power of multiple Streamlined Fireballs. They, like all our other shells, will have a conical shape.

We can't even hurt their ships. It doesn't matter if our ships are faster or more durable if we can't damage them. EA will also help in our ground battles.

Quote
1 - Explosive Ammunition: Andres

Glory to Arstotzka.

EDIT: Included "conical shells" into the design so that we have them and use them instead of round shells. It'll let us get armour piercing ammunition by tipping them with crystal.
« Last Edit: May 28, 2017, 08:48:54 pm by Andres »
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helmacon

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Re: Wands Race - [Arstotzka]
« Reply #2622 on: May 28, 2017, 08:44:21 pm »

I really do like the idea of spell shells though. We could use wasp shot as flak, fireballs as we do now, other things as other things.

Alternative (or in addition) to Crystal boats. Crystal squids. Squid trained with our mind magic and with Crystal shards infused in their tentacles. They stick on the under side of enemy boats and rasp their razor sharp tentacles against the bottom until it tears a hole. Hard to detect, or stop once detected. They make prolonged deployment a nightmare, forcing enemy ships to dock and repair often, and sinking them if they stay out too long.
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Chiefwaffles

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Re: Wands Race - [Arstotzka]
« Reply #2623 on: May 28, 2017, 08:56:02 pm »

Could we revise an armor-piercing variant of our shells and still design something else this turn?
Change the shape of the shell or make it heavier then we still have a design action for the Crystalclad.
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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!

evictedSaint

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Re: Wands Race - [Arstotzka]
« Reply #2624 on: May 28, 2017, 09:08:14 pm »

I feel the need to point out that you already have some experience with your pretty-much-useless antimagic artillery shell, so you have some experience with shell types already.
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