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Author Topic: Rune Race: Loji Thread  (Read 31768 times)

TricMagic

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Re: Rune Race: Loji Thread
« Reply #480 on: December 02, 2020, 05:52:07 pm »

Spoiler: Original Result (click to show/hide)

Hell's Guardians

They say the path to hell is paved with good intentions. If that is the case, then the Hellbringers shall guard it. Having felt their contributions have grown weaker with these flame-proof cloaks, they have proposed a temple to the gods be built using a great Spike Chant. A great Pyramid, which they shall carve with their flame day and night, using a High Powered Chant to do so. From this spike of earth to the Southwest rooms shall be carved with fiery spikes the shape of a diamond. Their control over wind and the concentration of their flames will bring them to work constantly to improve themselves is service to the Loji, separate from the Voiceguard. In this manner will the Loji be strengthened. And when they have completed this task, they shall be able to send a spike through solid walls, such is it's intensity, and lease it to their control. Until they choose to fan it, and the fierce flame expands to cover all. Needless to say, the intensity also makes it suited for downing the monstrosities of the Xi Shan, and traveling straight through enemy lines.

A pyramid birthed with a high-power spike rune and multiple chanters. Something that is fine for building, or carving, a structure out of. Hell's Guardians shall practice, and with each level shall their flames grow stronger still. Needless to say this removes them from the Voiceguard.


Fate's Guardians

With Wind of Cold are new aspirants to the Loji armed. A High-power chant in the shape of a spiral sphere, with which they seek to freeze the ocean itself into a great castle beneath the waves rising to the sky, two steps to the Southeast. This is not a task taken lightly, they will need to become in tune with the Cold Fate awaiting them. With each success will they be one step close to freezing Water, be it normal, the blood of their foes, or mana. Brews shall be frozen solid, Poisons rendered nothing more than frostsheets on weapons. The rain shall be as snowfall, or icicles as it enters their spell. Still, even with their task not completed they are elite in their ability. Not only must they freeze this castle into fruition, but carry the water and carve the ice by hand. A daunting task, but one fit to show their devotion.

A castle built on a layer of ice from the bed of the shore. They have a hard task before them shaping it to into a castle of rime. The challenge however will improve their own abilities. As with Hell's Guardians, this falls under a togglable infrastructure.


Dedicated Chanting Course- Infrastructure: Hall of the [Unnamed]

The Dedicated Chanting Course is held in a huge building made using Powerful Spike Chants, open to the air in the four cardinal directions and up above. It's based around a giant Geomancy circle with the entire base being a raised platform with a lip and smooth stone slabs fitted together. Stairs were also built.

The main goal of this building is providing an area for our soldiers to train in the use of Chants, and in the future that of Chanted Spells. For now it used for meditative purposes, along with teaching the old Wind of Cold and new Spike chant. The goal of this is to improve one's spirit to the point magic can be cast by any solider with trivial ease, other than the initial foray into teaching the spell to those who wish to learn it.

Of note on the current spells being taught. This list will be expanded in the future. Assume at least one person in the area who can cast them at Medium-strength. Low-strength Runes are more common, though no Powerful Rune users.
Cone of Chill: A chant designed for the many; allowing them to chill the enemy, sapping them of their strength. With better meditation comes greater concentration in battle, allowing it to be extended further than one might think. Those with the ability to cast at Medium-strength can possibly to freeze water sources on an enemies' person, though not blood.
Block of Spike: Rectangular blocks that the user angles to create slopes upward and downward, as well as across rivers. The spike is at the end, and extends out of the ground in that direction. Can double as a wall or makeshift fort in a pinch.

Chant Experiment: Form[Air], Control[Fate], Ward[Air]

Plan is thus, take a loss on the Iqua front, gain Naming, then upgrade the meanings to Adept. After which we design a Hero, Name them, and add all the chimes. We got Boris in line to be one in fact.

For revision, make an amulet that boosts our soldiers Endurance and Solidity to go with the Psalmfront. And ammo that can crush the walls they make. Weight and WJD which has weight as it's thing should do nicely. And kill anything in it's path even more dead, armor doesn't help if your heart is crushed to paste. Or if you lose your spine.

After that, we pretty much have what we need to start making spells wholesale with this infrastructure. Experiment, then use revision to make a new option as we like.

Quote from: Votebox
Dedicated Chanters Course- Hall of the [Unnamed]: (1) TricMagic
Chant Experiment: Form[Air], Control[Fate], Ward[Air]: (1) TricMagic

As noted in discord, take an L from Iqua. We do these two to set up and grab Naming next turn, which has the side benefit of reducing costs of any spell we have to 1-4-7. 1-3-6 if we then grab the last meaning, then we are well set for medium magic.
DCC is meant to make revising new spells for general use easier, boosting the general soldier's ability to use them. It adds Spike too to allow bypassing of walls simply by going over them, or as walls.

For revision, WJD stillborn steel ammo with an aspect of Weight. Perfect wallbusters, and cheap enough to be in general use after we advance our meanings knowledge needed to grab Naming.
For the other revision, an amulet with the Endurance aspect, made of WJD alloyed with stillborn steel. It would cost 3 mana, but once we grab Naming, the cost goes down to 2.

Next turn, we grab Naming by upping form and Control to Adept. Then, make a hero with it, giving them a Name. Boris [The Goliath] seems a good start. I think Naming is also needed for Artifact work, and would suggest doing an Experiment for a Wood chant. Form[Wood], Shape[Wood], Control[Wood] seems decent for the jungle, and gives us that spell combination to see what it would be like, and with DCC we can revise it into the army if it's very good. Life, Experience, and Growth are also aspects we can give with that chant under our belts, and we'd only be missing fire and water. (Though a question on if we should even go for water.)
« Last Edit: December 04, 2020, 08:40:14 am by TricMagic »
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Madman198237

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Re: Rune Race: Loji Thread
« Reply #481 on: December 06, 2020, 09:58:16 pm »

Another ridiculous list of ideas:
Designs:
1. Design a Hero, of course.
2. Design siege equipment, or a Voiceguard redesign....or something else? I honestly just don't know what to do, we don't have any Inscriptions to put on gear that'd make it powerful, though we could always design something meant to convey Endurance.
Revisions:
1. Revise a low- or medium-power Spike of Earth chant to give our enemies a hard time.
2.
  a. Revise the previous attempt at an infrastructure in the Low Passes? We've actually lost ground in the Low Passes so, nevermind.
  b. Revise the medium crossbow to be magical? I dunno, honestly, our magic seems to be doing a lot worse at actually applying to the battlefield now that "set them on fire" has been reduced to an unimpressive trick.
  c. Maybe just revise a second chant for general use, Wind of Flame or...hm, Spike of Embers for direct physical damage? Just revise Doom so we can force duels between enemy footsoldiers and our soldiers even beyond the walls? Maybe if we can utilize Fate like that we can force the tide of battle to allow us to breach walls, such as to make our little Fate tricks come true? i.e., if the enemy is hiding behind a wall and you curse them to duel you in melee, that might make the battle more likely to let you get to melee range with the enemy?
  d. Revise a shield with White Jade Dust and Solidity for maximum damage absorption? Add Solidity to our armor instead of planning (presumably having moved planning to another item, like a cloak or bracelet or whatever)?


Random thought that popped into my head and may be INCREDIBLY useful:
Quote from: Revision?
Earthfount
Similar to the Psalmfount, the Earthfount is a separate variant that carries an effect of Endurance from a Medium-strength Chant instead of Speed. I guess you could wear two of these if you really wanted to, maybe? I dunno, anyway....uh....that's...that's actually it. I've got nothing more. It's like a Psalmfount but not quite, it'll probably make Chanters be able to Chant way longer....yeah. Also it'll be more expensive since it uses the higher-power Chant but that's OK because we can afford it.

Quote from: Design
Earthshaker Catapult
Very similar to a sideways ballista, but bigger, a catapult is another form of torsion artillery, where an arm is stuck in a bundle of ropes which are twisted to store energy. The difference is that the catapult's arm is vertical and used as a lever to throw something, whereas in a ballista the ropes are used to replace the compression of the limbs of a bow. Anyway, the catapult uses a ratchet gear system to twist the springs and bring the arm down to be loaded. It's fired with a lanyard used to release the ratchet. The catapult is one its own wheeled carriage with large, unenchanted stakes to be driven into the ground to hold it down while firing. It is built with (one unit of) Blue Jade Dust and a low-power aspect of Flight, to make the catapult easier to move and aim while granting added speed to the projectile. It's primarily constructed of wood with limited metal reinforcements, and moved by being towed around the battlefield.

The standard projectile is the "big rock" of about twice the mass of those thrown by our ballistae, but more specialized projectiles are available...specifically enchanted ones. Made of some form of hard stone, they're enchanted with White Jade Dust and Separation, and then thrown at offending fortifications or enemy troop concentrations or whatever might be in the area and in need of a good destroying.

These catapults are great for sieges, lots of fun at parties, and also can wreak incredible amounts of havoc and destruction on any hypothetically slow-moving or immobile targets, like pike blocks and newly made fortifications.

Alrighty, well, I think this is the best design option so far. Hey, Nem, you ought to rename your Hero to, like, Ragnar or Erik or possibly Harald.


Quote from: Votebox
Dedicated Chanters Course- Hall of the [Unnamed]: (1) TricMagic
Chant Experiment: Form[Air], Control[Fate], Ward[Air]: (1) TricMagic
Hrungnir, the Goliath: (1) Madman
Earthshaker Catapult: (1) Madman
« Last Edit: December 07, 2020, 02:41:32 pm by Madman198237 »
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Jilladilla

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Re: Rune Race: Loji Thread
« Reply #482 on: December 07, 2020, 12:45:14 am »

Very ambivalent, to be honest. Could go with more experimentation, though that may place a hero at needless risk, could go with something practical, like the catapult... Leaning towards the catapult at the moment, honestly.

Quote from: Votebox
Dedicated Chanters Course- Hall of the [Unnamed]: (1) TricMagic
Chant Experiment: Form[Air], Control[Fate], Ward[Air]: (1) TricMagic
Hrungnir, the Goliath: (2) Madman, Nemonole
Earthshaker Catapult: (2) Madman, Nemonole
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TricMagic

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Re: Rune Race: Loji Thread
« Reply #483 on: December 07, 2020, 09:17:12 am »

Why would experimentation put a hero at risk again?

Also, Geomancy or Chant experiment? Apparently which it is doesn't matter for the secret, and having a Geomancy would tell us something about how that magic works out. Ah, apparently we could do a pure Fate Geomancy. Be interesting to see if that opens up a secret between chanting and geomancy. Or something in Refinement. Or we could do another Fate+Element combination?

Geomancy Experiment: Form[Fate], Control[Fate], Ward[Fate]

For the record, I want naming and a way to deal with the walls.

Quote from: Votebox
Dedicated Chanters Course- Hall of the [Unnamed]: ()
Chant Experiment: Form[Air], Control[Fate], Ward[Air]: (1)
Geomancy Experiment: Form[Fate], Control[Fate], Ward[Fate]: (1) TricMagic
Hrungnir, the Goliath: (2) Madman, Nemonole
Earthshaker Catapult: (2) Madman, Nemonole
Heavy Crossbow(Plus New Bolt): (1) TricMagic

To note the Earthshaker. 2 Mana cost. Then another 2 mana cost. So 4 mana? Also, describing it as enchanting is not the best term, as we don't have that.


Heavy Crossbow(Plus New Bolt)

The Heavy Crossbow is made with the reinforcing stillborn steel enhanced with WJD with the aspect of solidity. It's arms and steel bowstring are solid and capable of far more force. Overall, it's not much bigger than the previous Medium Crossbow, but the magic makes it far stronger, and the use of Stillborn steel makes it lighter in the hand than it's size would suggest. It is also effective at clocking someone over the head with it like a mace if anyone thinks to get close and there is no time to reload, though one may need to replace the string afterwards. The metal stirup is still included, as are our other advancements in the making of bolts.

Of note is the inclusion of the Pydir Bolts[Name Pending]. The arrowheads have four sides shaped like a tall pyramid, made with Stillborn Steel alloyed with WJD which itself has been given the aspects of Flight and Weight. Anything hit by it will experience crushing force. It is not a piercing weapon, but a massive bludgeon, unloading all it's momentum into a single area. An expensive arrow well suited to blasting holes in walls, or carts, or anything that requires it be together to function, it flies forth to the target and strikes with full power, amplified by how hard it was launched.

Notes: The Heavy Crossbow does not have much difference to the medium, other than having a far higher draw weight thanks to the use of aspected dust.
« Last Edit: December 07, 2020, 09:42:29 am by TricMagic »
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Atomic Chicken

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Re: Rune Race: Loji Thread
« Reply #484 on: December 07, 2020, 09:52:40 am »

Quote from: Votebox
Dedicated Chanters Course- Hall of the [Unnamed]: ()
Chant Experiment: Form[Air], Control[Fate], Ward[Air]: ()
Geomancy Experiment: Form[Fate], Control[Fate], Ward[Fate]: (1) TricMagic
Hrungnir, the Goliath: (3) Madman, Nemonole, AC
Earthshaker Catapult: (3) Madman, Nemonole, AC
Heavy Crossbow(Plus New Bolt): (1) TricMagic

I'm not sure whether it'd be more useful to establish our own elite earth-manipulating chanters, but these seem like reasonable proposals.


Just revise Doom so we can force duels between enemy footsoldiers and our soldiers even beyond the walls? Maybe if we can utilize Fate like that we can force the tide of battle to allow us to breach walls, such as to make our little Fate tricks come true? i.e., if the enemy is hiding behind a wall and you curse them to duel you in melee, that might make the battle more likely to let you get to melee range with the enemy?

The issue with this is that Doom requires the target to be within line of sight, so our chanters wouldn't be able to target enemies hidden behind walls. That said, I guess we could just alter our own soldiers' fate to achieve the same outcome? (i.e. Dooming them to engage the enemy beyond the wall, helping us overcome the obstacle without offending Eristria, I hope?).

Revise a shield with White Jade Dust and Solidity for maximum damage absorption? Add Solidity to our armor instead of planning (presumably having moved planning to another item, like a cloak or bracelet or whatever)?

Our shields and armour appear to be performing quite well: "Thin flexible blades advance out of the darkness seeking to spear a Jarl only to flex and fail to penetrate the tough Doomscale Armour protecting him", "Before the speed and armour of the Jarls, the vicious strikes of the Bloodblades find few targets." I'm not quite sure whether Blademonks are still a significant threat, but I think we can hold off further upgrades for the time being.

Earthfount

An endurance boost would definitely be useful considering that physical fatigue is the limiting factor for chanters using Psalmfounts. It'd also be relevant for non-chanters if the costs permit.

Also, Geomancy or Chant experiment? Apparently which it is doesn't matter for the secret, and having a Geomancy would tell us something about how that magic works out.

Burning a design to learn what Naming does a little faster probably isn't worth it as I don't think we'd be able to make optimum use of it in a revision anyway. Sure, it'd give us the space to unlock the Chanted Spells version next turn (assuming we obtain a Hint Token), but we don't really know whether it'll be useful enough to make up for the rush.
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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. 

TricMagic

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Re: Rune Race: Loji Thread
« Reply #485 on: December 07, 2020, 09:59:59 am »

Note AC. Right now we need the meanings at Adept. So we need to do the experiment and buff both Form and Control to Adept. Meaning another Hint Token or it's pushed back to the turn after. So no, Naming is either next turn or turn after.

Also, as I noted on Discord, Mire. As in they can literally bury the catapault in the time it's staked down to fire. Poisoned Mud means our chances of getting it out is near zero, not to mention what the mud could do to the parts if they aren't cleaned.. A Heavy Crossbow making use of our magic and a new bolt to take down walls and vehicles makes more sense, as it means we keep our mobility on sailcarts. The crossbows are Expensive, true. But effective with the new bolt.

I am also Extremely wary as to the benefits of separation on the ammo. It can either be taken to mean separation between heaven and earth, reducing force. It could send everything hit flying away, which is good if the enemy couldn't just heal the damage their forces take and set up a new one. We take one out, they set up a new one and hit us with Mire, end when we run out of catapults. Rgiht now we don't have anything for mire to target to gum up the works besides the cheap sailcarts.
« Last Edit: December 07, 2020, 10:03:31 am by TricMagic »
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TricMagic

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Re: Rune Race: Loji Thread
« Reply #486 on: December 07, 2020, 02:15:44 pm »

Another ridiculous list of ideas:
Designs:
1. Design a Hero, of course.
2. Design siege equipment, or a Voiceguard redesign....or something else? I honestly just don't know what to do, we don't have any Inscriptions

Quote from: Design
Earthshaker Catapult
Very similar to a sideways ballista, but bigger, a catapult is another form of torsion artillery, where an arm is stuck in a bundle of ropes which are twisted to store energy. The difference is that the catapult's arm is vertical and used as a lever to throw something, whereas in a ballista the ropes are used to replace the compression of the limbs of a bow. Anyway, the catapult uses a ratchet gear system to twist the springs and bring the arm down to be loaded. It's fired with a lanyard used to release the ratchet. The catapult is one its own wheeled carriage with large, unenchanted stakes to be driven into the ground to hold it down while firing. It is built with Blue Jade Dust and a low-power aspect of Flight, just enough to make it almost, but not quite, weightless, to make the catapult easier to move and aim while granting added speed to the projectile.

The standard projectile is the "big rock", but more specialized projectiles are available...specifically enchanted ones. Usually some form of hard stone, they're enchanted with White Jade Dust and Separation, and then thrown at offending fortifications or enemy troop concentrations or whatever might be in the area and in need of a good destroying.

These catapults are great for sieges, lots of fun at parties, and also can wreak incredible amounts of havoc and destruction on any hypothetically slow-moving or immobile targets, like pike blocks and newly made fortifications.

Doombringer Catapault

Very similar to a sideways ballista, but bigger, a catapult is another form of torsion artillery, where an arm is stuck in a bundle of ropes which are twisted to store energy. The difference is that the catapult's arm is vertical and used as a lever to throw something, whereas in a ballista the ropes are used to replace the compression of the limbs of a bow. Anyway, the catapult uses a ratchet gear system to twist the springs and bring the arm down to be loaded. It's fired with a lanyard used to release the ratchet. The catapult is one its own wheeled carriage that can be towed via sailcart with large, unenchanted stakes to be driven into the ground via hammer to hold it down while firing. It is reinforced with windforged steel alloyed with Blue Jade Dust and a low-power aspect of Flight, just enough to make it almost, but not quite, weightless, to make the catapult easier to move and aim while granting added speed to the projectile. Each Doombringer Catapault has a Low-Power Chanter of Doom granting the operators the Fate to hit their chosen target, the chanter choosing what they will hit. The operators will then follow their fate and aim properly to hit the target chosen, generally buildings, though large monsters also count. The Chanter was chosen from one of the balistae operators and has a good grounding of arcs so they don't force the operators into a bad spot, once you are Doomed, your path is sealed. As for hitting people, well, that isn't as easy for the Chanter due to a focus on large targets like buildings, but the aforementioned monsters are big enough to make it possible to doom them to be hit by their fire. And heavy rocks thrown really hard is one of the earliest methods of murder.


Cost total, 2 Mana, plus the Doomchanter. Maybe 3+1 if more dust is needed. Expensive either way, and removes any issues with accuracy


Doomshots

Using a Mirror before the season and the Low-power Doom Chant, these crack shots use slings as their method of combat, and Weight aspect WJD alloyed with Stillborn Steel as their ammo of choice. They are well suited to cracking skulls from up close and afar, and constantly and consistently take out enemies. Their Fate is to never miss a shot taken, and never be hit by surprise. And an opponents Fate can also be determined in the middle of battle, making enemy Elites subject to Instant Death from a Headshot. A very dangerous foe. Granted, in accordance with the divine, they can be defeated in fair combat, though they have trained their agility and stamina vigorously to combat this, and prefer to fight from range. They can send shots off very quickly.


Doomshots, Elite units equipped with Doom and a heavy shot. Not likely useful right now, but eh.
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TricMagic

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Re: Rune Race: Loji Thread
« Reply #487 on: December 07, 2020, 07:51:31 pm »

Trailblazers

The Enkindlers have had new passion ignited within them. they have left the Vocieguard to blaze their own trail forward. Using White Jade Dust with it's Weight, which has been give the aspect of Separation, they have refined their own skills with the Spike of Embers. By mixing the dust they carry into battle through pouches with the spike as it forms, the resulting attack is capable of piercing and delivering it's payload explosively. The resultant embers form a shockwave of fire as they separate, mostly forward. This has a high chance of lighting people or objects of fire thanks to the WJD boosting the Weight of the sparks conceptually. This combination of Weight and Separation is also the reason for the shockwave as it breaks apart. Overall they are very effective at piercing cover, breaking walls with that shockwave, and setting things on fire. Fireproof cloaks don't help if your face is on fire after all.


Chant: Medium. 6-2+2 from WJD/Separation=6 mana. 2 available. Within VE.
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Atomic Chicken

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Re: Rune Race: Loji Thread
« Reply #488 on: December 08, 2020, 03:42:27 am »

Quote from: Design
Ember Marksmen

The Ember Marksmen are a new order of elite chanters trained to operate as ranged units wielding a medium power Spike of Embers. Like the Mire Monks of Iqua, the raw power of their chant enables them to strike targets at a range exceeding that of our ballistae, with accuracy being the focus of much training.

Although a basic ember spike is certainly nothing to scoff at, and is indeed expected to be used against targets of lesser importance, much of an Ember Marksman's real potential lies in the pouches of Separation-imbued White Jade Dust that they bear. By sprinkling this dust into the growing mass of embers as the spike forms, they are able to create projectiles which strike with a momentum far exceeding expectations. This coupled with the Separation aspect enables augmented spikes to blast apart fortifications much like Horizon's Edge. Notably, these effects persist in the shower of embers that the spike bursts into following impact, increasing their potential to damage the impact point's surroundings beyond the possibility of simply lighting fires.

This independent order was founded by Enkindlers seeking to reinvent themselves following their near obsoletion at the hands of the Hellbringers and Stormcrown Tongues, and has since absorbed the bulk of their peers. Their old order is therefore scheduled to be disbanded, permitting the other Voiceguard branches to expand slightly as they assimilate the Enkindlers' share of Voiceguard-specific resources.


Intended as an alternative to catapults:

- much faster rate of fire (they'd benefit from Psalmfounts), which we can capitalise on by revising an endurance-boosting item this turn

- easier and faster to transport, can get around terrain that is inhospitable to carts

- non-stationary, smaller, harder to hit

- create their own ammunition on the spot (excepting the dust)

- similar accuracy and possibly greater range, if the Mire Monks are anything to go by

- thematically more interesting than torsion artillery, and probably easier to design

- come with the added benefit of removing an unnecessary Voiceguard unit, redistributing chanters to the more useful orders

Quote from: Votebox
Dedicated Chanters Course- Hall of the [Unnamed]: ()
Chant Experiment: Form[Air], Control[Fate], Ward[Air]: ()
Geomancy Experiment: Form[Fate], Control[Fate], Ward[Fate]: (1) TricMagic
Hrungnir, the Goliath: (3) Madman, Nemonole, AC
Earthshaker Catapult: (2) Madman, Nemonole
Heavy Crossbow(Plus New Bolt): (1) TricMagic
Embwraths: (1) AC
« Last Edit: December 13, 2020, 02:48:17 am by Atomic Chicken »
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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. 

TricMagic

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Re: Rune Race: Loji Thread
« Reply #489 on: December 08, 2020, 07:24:39 am »

Quote from: Votebox
Dedicated Chanters Course- Hall of the [Unnamed]: ()
Chant Experiment: Form[Air], Control[Fate], Ward[Air]: ()
Geomancy Experiment: Form[Fate], Control[Fate], Ward[Fate]: ()
Hrungnir, the Goliath: (4) Madman, Nemonole, AC, TricMagic
Earthshaker Catapult: (2) Madman, Nemonole
Heavy Crossbow(Plus New Bolt): (0)
Embwraths: (2) AC, TricMagic

« Last Edit: December 08, 2020, 08:52:02 am by TricMagic »
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Madman198237

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Re: Rune Race: Loji Thread
« Reply #490 on: December 08, 2020, 02:28:19 pm »

So I recommend NOT naming them "Embwraths" because that's kinda goofy.

I'm torn between the two proposals, because the Embwraths (darnit) will never get any cheaper but the catapults would and could. Also, how about this:

Quote
Elemental Voiceguard
Given the problems suffered by the Voiceguard and its hasty development, we've decided to rework them. The first step is adding Powerful Runes to the Chants of the Hellbringers, Windsingers, and Shroudweavers. The Apothecaries are phased out due to the ineffectiveness of poison relative to the pure destructive power of our weapons. The Enkindlers are finally reworked to be effective on the battlefield, now using Spike of Embers at a Medium power, so that they can also make use of White Jade Dust with the air aspect of Separation, applied to the spike their Chant generates, to improve its ability to damage solid objects like fortifications. The newly-empowered groups focus on battlefield utility since all our troops ride in Windcarts for mobility and don't really need assistance with starting campfires. The Windsingers wreak havoc on enemy projectiles with their more powerful Chant and go on the offensive where possible, the Hellbringers, uh, set EVEN MORE things on fire, and the Shroudweavers provide the concealment necessary to get our forces close to the enemy earthworks so we can storm them without too much ranged fire coming back at us.

Basically incorporates the Embwrath proposal, which is definitely more interesting than a basic spike of earth Voiceguard unit, into a rework of the Voiceguard to make all of them more useful.

I will note, however, that the Embwraths basically take a longer route to the same effect as Spike of Earth, and that Spike of Earth will get more controllable (probably) when we master Earth. So I question the ultimate value of these guys compared to doing something more focused.
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TricMagic

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Re: Rune Race: Loji Thread
« Reply #491 on: December 08, 2020, 02:44:34 pm »

Spike of Embers is an Earth/Fire chant, and Fire mastery could allow control of those embers. Honestly, removing the Enkindlers this way, and later removing the Apothecaries and giving them proper training in the treatment of poison and mixing of medicines from medical plants. Which leaves 3 in the Voiceguard that can work well together. Wind to empower, flame to burn hotter, and shroud to hide. Honestly Shroud would do better if earth and fire was mastered for being able to control the smoke as they will.

If it's the name, suggest another? Removing the enkindlers from the Voiceguard strengthens the remainder. I also take umbrage to calling it Elemental when the options is fire, embers, and wind, but no ice, earth, or water. Trying to mix between high and low while adding in a new style is a bit complex, and still leaves the resulting Enkindlers weaker than they would be alone. A new elite unit will work at full efficiency than if they were part of a group.

Also, goofy they may be, the weight behind those strikes is unlikely to be a joking matter, be the target a wall or a person.

I'd also suggest the catapaults are solving something that doesn't need immediate solving. A new ammo type more focused on breaking walls for the ballistae could work fine, if not better than a catapult. WJD bolt with a flatter head and separation effect to crash and break a wall apart.

It helps that this is likely to be far simpler a design than a catapult. We just need to withdraw the enkindlers and give them some dust to play with. New elite group to cause chaos and the Voiceguard's main force is stronger as a result.
« Last Edit: December 08, 2020, 02:51:58 pm by TricMagic »
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Atomic Chicken

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Re: Rune Race: Loji Thread
« Reply #492 on: December 08, 2020, 03:39:05 pm »

Yeah, the name could definitely be improved. Suggestions welcome.

I'm against working it in as part of a Voiceguard upgrade for the following reasons:

1) As was the case with the Hellbringers, this would produce a smaller number of Chanters relative to that provided by training an entirely new unit. I would prefer not to repeat this mistake.

2) I believe that devoting a design specifically to a single new class of elite chanters would produce more effective results. Iqua appears to be doing this for all of their own chanters, as they're each listed independently under "Elite Units" in the battle report.

As for the second point regarding the use of Spike, I'm not certain I understand what you meant here. What does "effect" refer to and how is a longer route being taken towards it? (Considering that the two chants are considerably different, with Spike causing spikes to extend out of the ground and Spike of Embers launching a spike through the air towards a target).


Edit: name change

Quote from: Votebox
Dedicated Chanters Course- Hall of the [Unnamed]: ()
Chant Experiment: Form[Air], Control[Fate], Ward[Air]: ()
Geomancy Experiment: Form[Fate], Control[Fate], Ward[Fate]: ()
Hrungnir, the Goliath: (4) Madman, Nemonole, AC, TricMagic
Earthshaker Catapult: (2) Madman, Nemonole
Heavy Crossbow(Plus New Bolt): (0)
Ember Marksmen (2) AC, TricMagic
« Last Edit: December 09, 2020, 01:01:44 pm by Atomic Chicken »
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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. 

TricMagic

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Re: Rune Race: Loji Thread
« Reply #493 on: December 08, 2020, 04:04:27 pm »

Mastering Earth is a big ask with Meanings meaning more right now.

Spike, once Earth Mastery is achieved, will allow detailed shifting beyond the basic spike. Turning a cube into a sphere for example, or separating a tall pillar shape from the earth to crash down rather like cutting a tree. The latter is actually rather scary, as one long row of pillars can appear with a single chant, at which point they could be made to crash down on a target. How they form may also be able to be adjusted, meaning forming a circular wall without direct intention in the design needed. Or shaping a pyramid as it forms to have rooms and tunnels.

Spike of embers is solid. At impact, it bursts into the embers. Better control of earth could allow one to shape the resulting chant result into a solid wave with a cutting edge that will hit a larger area. Better control of fire means fires can start at the chanter's decision, the flames can be guided to target the face or enter a hole they have made.

Likewise, being a part of the Voiceguard still means they will be less effective overall, not to mention tensions with them stuck at medium power when High power is available to them. Complexity is also a factor as I said, taking from the Voiceguard, giving them the dust we can already produce, and letting them get to training is fairly simple for a design, and will have a good impact on the field, and receives direct benefits from our equipment to help with chanting. They will be quite the force.
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Madman198237

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Re: Rune Race: Loji Thread
« Reply #494 on: December 08, 2020, 04:46:42 pm »

I'm hoping that each design we invest in the Voiceguard is increasing the number of Chanters we get, similar to making a new Elite unit with that same design. Effectively we are, bit by bit, turning the Voiceguard *into* a series of elite units that share fluff, which is evidently what we ought to have done from the beginning.

The "effect" I'm referring to is "breaking apart bunkers and fortifications and/or rendering them ineffective against us" and the alternative solution would, of course, be Spike of Earth at a Powerful level instead of Spike of Embers at a Medium level with the added use of some Jade Dust to try and give it a more focused effect. Spike of Earth would allow us to just turn the ground (and walls and ceiling) into spikes, Spike of Embers will, HOPEFULLY, allow us to just break the darned things, particularly in conjunction with the ballistae which are already damaging these walls.
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