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Author Topic: Wands Race - [Moskurg] {COMPLETED}  (Read 203812 times)

Madman198237

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Re: Wands Race - [Moskurg]
« Reply #2745 on: July 09, 2017, 01:15:31 pm »

Wait what?

The Arstotzkans couldn't tell, as I understand it, when their minds were being read, and so invented a spell to alert them when that happens.

And plus our mages would HAVE to get close to trade...Or we just Induce Zen on some dockworkers...

Darnit, I see...it was rolled. At a disadvantage. Heh. Exactly like they always have been. And we got a 6 and 1. Ouch. Why couldn't it just be rolled at -2 or something xD

Yeah, definitely SEIZE the ship...but maybe off to return it if it  turns out he's NOT evil. Or, you know, at least not going to harm us.
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We shall make the highest quality of quality quantities of soldiers with quantities of quality.

NUKE9.13

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Re: Wands Race - [Moskurg]
« Reply #2746 on: July 09, 2017, 02:04:57 pm »

That's fair. Alright then, we tried. Have him arrested for piracy. 'His' ship and its contents are forfeit.
...besides, we don't have three magical weapons to sell him.


Quote from: Votes
(3) Seize the ship : Kashyyk, Madman198237, NUKE9.13
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Taricus

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Re: Wands Race - [Moskurg]
« Reply #2747 on: July 09, 2017, 08:19:37 pm »

Quote from: Votes
(4) Seize the ship : Kashyyk, Madman198237, NUKE9.13, Taricus
[/quote]

Yeah, as nuke said we don't even have three magical weapons to sell.
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Detoxicated

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Re: Wands Race - [Moskurg]
« Reply #2748 on: July 10, 2017, 05:00:02 am »

Quote
(5) Seize the ship : Kashyyk, Madman198237, NUKE9.13, Taricus, Detoxicated

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crazyabe

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Re: Wands Race - [Moskurg]
« Reply #2749 on: July 10, 2017, 04:52:32 pm »

Quote
(6) Seize the ship : Kashyyk, Madman198237, NUKE9.13, Taricus, Detoxicated, crazyabe
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nothing here.

evictedSaint

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Re: Wands Race - [Moskurg]
« Reply #2750 on: July 10, 2017, 06:29:50 pm »

Seize the Ship

Moving quickly, we manage to surround and disarm the crew and captain of the ship with our palace guard and palace wizards.  The contents of the ship are still being cataloged, and the trader has been sent to the dungeon for interrogation.

Where do we deploy al-Mutriqa this year?

Madman198237

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Re: Wands Race - [Moskurg]
« Reply #2751 on: July 10, 2017, 08:26:48 pm »

Desert, duh. We can't afford to lose there.


Quote from: Strategy
(1) Deploy al-Mutriqa: Madman198237
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Kashyyk

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Re: Wands Race - [Moskurg]
« Reply #2752 on: July 11, 2017, 04:20:16 am »

Quote from: Strategy
Deploy al-Mutriqa
(2) Desert: Madman198237, Kashyyk
Sounds good.

We should really see about reverse engineering his wand of heroism at some point.
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NUKE9.13

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Re: Wands Race - [Moskurg]
« Reply #2753 on: July 11, 2017, 07:36:19 am »

I dunno. Heroism doesn't stop cannon shells.

Quote from: Strategy
Deploy al-Mutriqa
(3) Desert: Madman198237, Kashyyk, NUKE9.13
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Kashyyk

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Re: Wands Race - [Moskurg]
« Reply #2754 on: July 11, 2017, 07:55:03 am »

True, but if we can make our entire quantity-over-quality army immune to morale damage they could just run through the cannon fire.

I'll admit there are better ways to try and solve our problems, but the option is there.
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Madman198237

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Re: Wands Race - [Moskurg]
« Reply #2755 on: July 11, 2017, 08:19:57 am »

I think the better option is a design for adamantine full plate armor...with a backpack.

Then you make a literal flamethrower (This is a SERIOUS proposition, I kid you not) to attach to said Alnnar-filled backpack, and watch the world burn beneath the climate-controlled soles of our infinite armies.

Edit: Screw it, have the suggestion too.

Righteous Plate Mail
By duplicating what we've seen on Arstotzkans for decades By inventing our own, completely not-a-stolen-design full-body plate armor, our soldiers can become basically immune to minor dangers like arrows, handaxes, large axes, waraxes, broadswords, battleaxes, and cannonballs. Includes a backpack tank of cool adamantine, which holds our original flammable liquid, NOT the explosive one. The backpack tank can be removed by a partner if necessary.

Revision: Total Unfair-ness Saltmachine Flammenwerfer Purge
A modification of our new wind-tunnel skiff propulsion systems, this constantly-blowing tube has a close-fitting lid that can be secured over the back of the device to stop the airflow. It has a second hole in the top, which allows for a hose connected to the backpack to feed Alnnar into the wind stream. This Alnnar is lit by a set of matches (The slow-burning rope kind. Have multiple to ensure lighting) or adamantine spike, depending on whether or not adamantine can be hot enough to light Alnnar. The system can be used by regular infantrymen, as it requires no magical upkeep. In order to  project the fluid, the soldier pulls a lever connected to a valve connected to the adamantine tube, opening it. To close the valve, push the lever the other way.
« Last Edit: July 11, 2017, 08:28:04 am by Madman198237 »
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evictedSaint

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Re: Wands Race - [Moskurg]
« Reply #2756 on: July 13, 2017, 12:32:16 am »

Combat for 943

Arstotzka makes a breakthrough in gem-based magical technology this year.  Dubbed "Aethergems", these contraptions seemingly generate magical energy from nothing.  They're basically a few anti-magic gems, circuits, and wires strapped to a magegem, but the largest of the series can produce enough energy in ten minutes to power a PSF-C blast.  The most frightening aspect is how they seemingly render mages obsolete; though they are still rather slow, Aethergems mean that mages aren't required for every little magical task.  They spend the first of their revisions putting three A-level Aethergems on a variant of their HA1 cannon, which allows them to fire it once every ten minutes without mage intervention.  By itself, this isn't particularly useful, but it does work as a proof-of-concept.  For their second revision, they modify their Flare spell to work as an offensive spell.  Requiring very little energy, it produces a bright white light that can temporarily blind anyone who didn't have their eyes closed at that particular second.

Moskurg likewise makes a breakthrough in their special brand of magical technology.  Dubbed the "Skyskiff", this flying device is an Adamantium canoe with two War Pegasi attached to the sides.  The armor is thick enough to prevent HAC-1 penetration at medium range, and is practically invulnerable to anything smaller caliber.  The most important aspect of this development is their own development of "Scrolls" - their War Pegasi are made out of rolled Adamantium now, which is rather uncomfortable for carpet riders but vastly improves the ease of production.  By keeping an open center to allow air to pass through, these Adamantium War Pegasi Scrolls experience a vast increase in speed.  Despite the heavy Adamantium construction and the fact that the Skyskiff carries two passengers, it is by far faster than the previous carpet-based version.  For their revision, they give their Firestorm concoction a bit of TLC and upgrade it to Explosive.  Now their Firestorm shells and grenades should explode rather violently once the clay shell is broken, although for the moment that just means they can spread their fire further than before rather than using shrapnel to cause injuries.  Many Moskurg soldiers complain about the new firestorm liquid, as it makes a terrible mixer for Arak.



Much the same as last year, Moskurg pushes further into the jungle.

Their tornadoes don't require line-of-sight to operate and is particularly effective around so much free debris, their lightning is effective against ground troops, and their Skyskiffs mean they don't have to worry as much about getting shot down.

Arstotzka has the advantage of heavy artillery on their side and they win most melee engagements, but their Protector is still rubbish on uneven ground. 

Moskurgs new explosive artillery shells have the most effect here and do a better job of setting the jungle on fire, but Arstotzka has been doing that for decades.  Arstotzkan artillery is still slightly better as they can field more of them (especially with the Mundane chipping in it's 1 round every 10 minutes) and their explosive shells actually send out lethal shrapnel when it hits, but both are matched for range.  Moskurgs better accuracy helps make up the difference, and in the end their tornadoes, Skyskiffs, and lightning do enough damage they can drive Arstotzka from the jungle.

Arstotzka builds fortifications on the edge of the Taiga in anticipation of further Moskurg gains next year; the tall pine trees of their homeland will likely be just as lethal in high winds as the jungle wood to the south.

Moskurg gains a section of Jungle this year.  If they hold it for a year, they may exploit it for the Jungle Wood.


The battle is less clear-cut in the desert.

Both Arstotzka and Moskurg have deployed their heroes here as it is the most critical (and the most bloody) field of battle this year.

In the relatively flat dunes and rocky wastelands of the southern end of the continent, Arstotzkan artillery reigns supreme.  Their Mundane doesn't do much by itself, but their Blind-Flare does its job as a close-range panic spell to give the user time to mount a defense.  The last thing a surprising number of Moskurg soldiers see is a bright white light illuminating the sweaty face of an Apprentice, with his eyes squeezed shut.  With less to burn Moskurgs artillery relies on precise hits and near-misses to splash fire onto enemy troops - the fumes do most of the work rather than the actual fire, but that hardly makes a difference to those engulfed.  Incredibly enough, the Firestorm shells are like smaller-scale Arstotzkan Fireballs, but with more smoke and slightly more range.  This makes plenty of Arstotzkan wizards grumpy, and they waste no time in switching from artillery duty to fireball-flinging as soon as enemy troops are in range.  Battles are easy enough to find from all the smoke, though constant rain and howling winds wither flames pretty quickly.

The Protector still suffers here, as its wheels still break easily and are susceptible to fire.  It's biggest contribution to the battlefield is acting as a mobile bunker that can fire a few times before being burnt-out, as even if it COULD get closer than Long Range before getting shut down Moskurg's anti-magic would render the magical circuitry inert.  It's a very promising piece of equipment, but until these flaws are addressed it will likely not be a major part of the battle in the south.

Moskurgs Skyskiff does a much better job here than the Protector.  The original carpet-and-saddle riders are obsoleted by the well-protected body of the craft with its two Adamantium Pegasus Scrolls providing surprising forward thrust.  It can only be flown so fast before visibility becomes impossible for the driver, but that's enough to throw off the aim of soldiers on the ground.  Even if the rare shot DOES hit, beyond Medium Range an HAC-1 is unlikely to do more than dent the underside.  With one mage steering, the other is free to pick-and-choose his targets, dropping the highly explosive Firestorm grenades on enemy emplacements and striking out with their cheap wands of thunderbolt.  Unless they get caught in a banking maneuver that exposes the top part of the canoe, they're virtually unkillable.

Again, as it was last year, Moskurg ships are able to land troops behind Arstotzkan lines and field Skyskiff sorties deep in their backfield, but the effect is mostly nullified by Arstotzka's Wand of True Light.

Myark and al-Mutriqa fight it out this year on the battlefield, facing one another for the first time in nearly a decade.


Spoiler: Duel (click to show/hide)

Myark has been wounded and will be unable to fight next year.

Moskurg regains a section of Desert.


With Moskurg forces tied up fighting in the desert, they are unable to push north to fight in the Plains.  No battle occurs there this year.

Arstotzka has retained control of the Plains for a year.  They may exploit it for resources.


Moskurgs Skyskiffs are fast enough to catch Arstotzkan Steam Powered Boats.  Being nearly impossible to shoot down with HAC-1's, they easily dominate the air and suppress Arstotzka's navy this year.  Many Arstotzkan sailors die this year of asphyxiation, as Moskurgs only way of getting to soldiers hiding behind crystal barriers is to smoke them out with their pungent fire.

Moskurg gains a section of shoreline in both the Eastern and Western Seas.


Other News:

Both nations decide to seize the Traders assets this year.  His sudden appearance and reluctance to speak is suspicious enough, as well as the familiar boat from the trader from years past.  Neither side has any trouble capturing him and his crew, and they've been put in both sides respective dungeons.  Interrogation will prove what his intentions were soon enough.  His ship was, as he said, full up enough with various treasures to give both sides an Expense Credit this year.

Hayat has recovered from her injuries from the previous year.  Once very beautiful, her face is now a mess of scarred tissue.  She wears the scars proudly as a badge of honor, as none may now say she was too cowardly to fight for her nation.  Her ruined Queen's Will is replaced with an Adamantium Pegasus Scroll, courtesy of Moskurgs Design Team.  She seems quite pleased with it, as it's by far faster than the old cloth variant from years past.  She names it the "Malicious Intent".  The name unsettles those in the court, but none denies it is a fitting name.  With her wounds healed, Hayat may now work with Moskurgs Design Team to provide a Revision Credit.

In accordance with Arstotzkans Scholarship, all non-drafted apprentices who serve for at least two years after being educated at Arstotzkas Academy for Adequate Apprenticeship are free to retire from active duty.  Though the number of apprentices who either survive that long or choose to retire rather than attain a Wizard-level ranking is quite small, enough have trickled back into society over the past few years to be noticeable.  Most are crippled in some way, but those who still have hands prove to be quite capable farmers with Dogwood Wands.  It took quite a while to see the return on investment, but the increase in crop harvest is enough to earn Arstotzka an additional Expense Credit this year.

In brighter news, two members of the Arstotzkan design team decide to get married this year!  Formerly bitter rivals, Watcher the Ram and Chief Waffles put aside their differences to confess their undying love towards one another.  (Order: [6/5] -> [5])  Their wedding proves to be so lavish and ornate and their love so pure that the King has agreed to give the design team a minor increase in funding this year (+1 to Expense Roll this Design Phase).


!!DESIGN CREDIT!!
A strange man has arrived on the eastern shores of Forenia.  He claims to be a "magician" - true enough, he has managed many surprising feats of magic that our wizards cannot replicate.  He seems to draw from many schools of magic at once, in fact.  He is able to Conjure and Disaparate living creatures from the confines of his headwear, namely a rabbit (our mages confirm that yes, it is a real, living rabbit).  He is able to read the minds of our most formidable mages and discern which slip of paper from an entire stack they had chosen, then magically conjure that paper to the top.  At one point he even chopped a living woman in twain with little more than a saw and a pair of boxes, but without harming her or spilling a drop of blood!  To make the feat even more incredible, he healed her injuries to the point where it was impossible to tell she was ever injured at all. 

He refers to himself simply as "The Saint".

Our design team agree that such a powerful Legendary Wizard would surely benefit our side, if we can attract him thusly.  Hostile action is absolutely out of the question - there is little doubt that such a powerful wizard would be able to squash our entire kingdom with ease, if he so chose.  Whichever side can offer the most attractive proposal will gain his magical knowledge and a second design that turn through a Design Credit.


It is 944, the Design Phase.

Spoiler: State of Forenia, 944 (click to show/hide)

Spoiler: Moskurger Spells (click to show/hide)



Behavior Rules.  Please Read.
Spoiler (click to show/hide)
« Last Edit: July 14, 2017, 02:26:44 pm by evictedSaint »
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Taricus

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Re: Wands Race - [Moskurg]
« Reply #2757 on: July 13, 2017, 01:23:19 am »

Well gentlemen, we've just unveiled one of the most game-changing magical inventions. And as a little bird has told me that their cannons ARE vulnerable to anti-magic, revising our skyskiffs to carry such a wizard would be extremely potent weapon against their artillery.

Though that is fixable with a revision. With the research credit this turn, we should definitely work on making something powerful to drop from the skiff.
Quote
Bane:
Learning the lessons from the creation of adamantium and the particular effectiveness of the explosive firestorm and creating a new, far more effective explosive. By effectively summoning this new material we can create a new explosive as effortlessly as we create adamantium. Surreptitiously named 'Bane', this substance begins life as fine powder, capable of blowing up with significant form but relatively stable 'Bane' is means to be used as both a component and by itself: Added to the firestorm mixture it vastly improves the blasting capability whilst also stabilising the mixture preventing accidental detonation, and moulded with resin, water and a bit of tar can be make into an excellent explosive in it's own right which can shatter the crystals right off the arstotzkans.
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NUKE9.13

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Re: Wands Race - [Moskurg]
« Reply #2758 on: July 13, 2017, 02:14:11 am »

Correction: we have unveiled a game-improving magical invention, which has finally elevated air power to the level it is supposed to be at.
They have unveiled a game-changer, by letting non-mages cast magic. They're shit now, but once they fix them their 'loads and loads of cannons' is going to become 'come on, this is a ridiculous amount of artillery, there's no way any army could deploy this much'.

I predict they use their design to improve their aethergems and install them on as many things as possible, and their revision to create AP ammo for their HACs.

...spending a design creating high explosives would be useful. Using a revision to create transparent Adamantium and making windshields for our Skyskiffs would let them travel at faster speeds, dodging their predicted AP fire.
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Kashyyk

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Re: Wands Race - [Moskurg]
« Reply #2759 on: July 13, 2017, 02:30:19 am »

I propose an alternate design, the Lightning Rifle

Essentially a Lightning conductor and firing mechanism wrapped inside a comfortable wooden case,  this rifle focuses on a few key selling points:
- The conductor "barrel" is engraved with words of command,  encouraging the lightning to always travel forward, mostly in a straight line, and to resist the urge to immediately ground itself
- The Lightning itself comes from miniature Wands of Thunderbolt they only contain the cage or cell that stores the lightning,  without the handle or primitive targeting rod.
- The firing mechanism is a trigger attached to an activation rune,  allowing a non-magical individual to use the weapon.

This will provide us with a mass produceable ranged weapon that will again  revolutionise infantry combat. eS said we're lodging melee currently,  and this will fix that.  Further, the only reason why the second crewman on the skyskiff needs to be a wizard is so that they can use the Wands. This will instead allow us to deploy mundane troopers to shoot lightning more accurately,  whilst also letting us use those replaced apprentices for something else.

Finally,  I think this might be something we can get that +1 to lightning on.
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