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Author Topic: Wands Race - [Moskurg] {COMPLETED}  (Read 204135 times)

Devastator

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Re: Wands Race - [Moskurg]
« Reply #1995 on: May 28, 2017, 04:25:38 am »

We'd still need something else to make it lighter than air.  The easiest gas for us to get would likely be natural gas, but that's a whole industry to move gas products from A to B.
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Kashyyk

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Re: Wands Race - [Moskurg]
« Reply #1996 on: May 28, 2017, 04:32:20 am »

What about mana batteries? It'll relegate our apprentices to nothing more than magic generators, but we could then load up the air ship with carpets to keep it afloat,  and batteries to charge it.

Even better if we find some way of harvesting magic that doesn't require a wizard as a conduit.
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NUKE9.13

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Re: Wands Race - [Moskurg]
« Reply #1997 on: May 28, 2017, 04:36:34 am »

We'd still need something else to make it lighter than air.  The easiest gas for us to get would likely be natural gas, but that's a whole industry to move gas products from A to B.
Right... if only we had some way of doing physically impossible things with relative ease.

But seriously, we just upscale the flying carpets.
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Madman198237

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Re: Wands Race - [Moskurg]
« Reply #1998 on: May 28, 2017, 11:14:15 am »

We use the ENCHANTMENTS. Not the stupid, wasteful carpets. Speaking of which, before we deploy a ship, we make a floating ballistae platform.
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crazyabe

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Re: Wands Race - [Moskurg]
« Reply #1999 on: May 28, 2017, 12:11:08 pm »

We use the ENCHANTMENTS. Not the stupid, wasteful carpets. Speaking of which, before we deploy a ship, we make a floating ballistae platform.
Er why not make the Carpets into Sails and Upscale massively, or roll them into massive hollow Cylinders and have mages fill them with Blessed "Lighter then Air" Air.
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Devastator

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Re: Wands Race - [Moskurg]
« Reply #2000 on: May 28, 2017, 12:22:31 pm »

We might just be overthinking the whole thing.  It could just be 'Design antimagic shells' 'Revise Ballista', Win.
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evictedSaint

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Re: Wands Race - [Moskurg]
« Reply #2001 on: May 28, 2017, 07:46:22 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 frustrated with our men dying from Arstotzka's damned cold.  It is something we must address if we ever wish to march into their capitol.  Their new artillery is dangerous, and it utterly outclasses anything we have.  It wouldn't be so bad if we had more air forces that weren't constantly being attacked from bellow - ideally, we'd be able to commence uninterrupted bombing raids night and day.  The jungles provide us with the best wood on the carpet, and we can't afford to be pushed back next year.  This theatre is your highest priority, and whatever we develop next year must help us here.

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.

Our Theatre Commander says we'll likely be able to push them back next year, but their artillery will make it difficult.  Being able to use our lightning helps a lot, and if we could use it in other theatres again we'd likely have a better chance of winning.  Carpets that didn't have to worry about falcons would be ideal, if you could figure out some way of protecting our carpet bombers.  This is our home, and the highest priority for our design focus.

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.

Our Theatre Commander is dismayed by our loss of artillery control.  We invented artillery support, yet Arstotzka has us completely outclassed!  Either we must regain our control of the long-range support game, or find some other way to change the nature of battle in a way that Arstotzka won't expect.  You must absolutely consider this your highest priority.  Oh, and he asks for his uninterrupted carpet air support back.

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 desperately wants to impress upon you the importance of naval support.  If we controlled the oceans - ALL of the ocean, all around Forenia - Arstotzka wouldn't be able to compete with us!  We'd be able to land forces behind their lines.  The armored ships was a good start, but he asks for even better ships to keep Arstotzka from ever being able to match us.  He doesn't care how you do it, you must ensure we don't lose this advantage - the seas are your highest priority.

Moskurg gains ground in the Eastern and Western Seas.
 

Expense Credit!!!
The trader starts off waveringly on the War Pegasi, but after a bit of practice he's zooming around the harbor like a pro.  Clearly very impressed with the carpets, he buys a crate-load of the enchanted fabric and we carefully explain how to keep them enchanted and working.  He and his men wave goodbye as they 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: Moskurger Spells (click to show/hide)



Behavior Rules.  Please Read.
Spoiler (click to show/hide)
« Last Edit: May 28, 2017, 07:56:18 pm by evictedSaint »
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Khang36

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Re: Wands Race - [Moskurg]
« Reply #2002 on: May 28, 2017, 07:52:29 pm »

Can we use our expence credit to get more wizards from what i remember we don't have enough to use the carpets and cast lucky strike for all of our balistas.
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Taricus

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Re: Wands Race - [Moskurg]
« Reply #2003 on: May 28, 2017, 07:53:15 pm »

Well we can use it on lucky strike.
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Devastator

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Re: Wands Race - [Moskurg]
« Reply #2004 on: May 28, 2017, 07:54:11 pm »

I suppose we may want to go with a design phase for a new ballista, then.  Go for better range without the enchantments, and a windlass for quicker reloading?

Or we could stick with the plan and get some artillery resistant infantry.  They may have cheaper cannons, but they won't have more cannons than we do infantry.
« Last Edit: May 28, 2017, 07:56:31 pm by Devastator »
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Egan_BW

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Re: Wands Race - [Moskurg]
« Reply #2005 on: May 28, 2017, 07:59:49 pm »

Oh hey, maybe an actually useful wind-based attack could be used to sabotage those damned steam cannons? Make them go over pressure tolerance and explode in the arstotzkan's faces.
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crazyabe

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Re: Wands Race - [Moskurg]
« Reply #2006 on: May 28, 2017, 08:01:04 pm »

New Design: Angel wing MEGA Ballistas
By Using a Mixture of Different Strengths of Adamantium, and Inscribing the Entire Device with a Multitude of Prayers for Strength, Stability, and Control, we hope to make a new design of Ballista of Much larger size, and capacity to Shoot far Farther then we have ever shot before, and Bring our Blessed magic to our newest need. The Devices themselves will have to be immoble, so they do not send themselves flying with the power they will be able to hold.
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Devastator

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Re: Wands Race - [Moskurg]
« Reply #2007 on: May 28, 2017, 08:26:59 pm »

The sea advantage should come in during the next turn or two.. I don't think they have a solution for that.  Anyway, here's some things I think we could do.

New ballistas.  Jungle wood and windlasses should mean more range... later with adamantium wires due to the upcoming metal -> adamantium revision.  Sadly, we don't have adamantium pavises to bounce shells and make really fortified areas for that.. otoh, with more range it's less important that they do that.

Stick with the plan and go for a School of Adamantium.  This would let us spend the rev to change all our metal over to the new stuff, and would likely make it Cheap.  We should get some use due to slightly better armor, even if it isn't extreme.  We'll lose ground next turn, but should hold in the desert (due to the naval bonus), and gain ground in both seas again, earning the naval advantage in the plains and the jungle, which will make it easier the following turn.

I think the safest thing to do would be Design: New Ballista, and Rev. Adamantium-for-metal.  I'll probably stick with it, between the adamantium and the jungle wood we should be able to get an extra range unit, and we do have BVR spotters just by flying carpets above our soldiers.  Cheap Lucky Strike would mean enough regular archers to keep the birds off the fliers.

Anyway, here's the ballista design:

Hardwood Ballista.  Using the jungle woods and steel cables, we seek to make the ultimate ballista.  A windlass or hitching arrangement is used to allow greater force to be applied in the reloading process, which allows for the greater range, and a greater rate of fire under conditions where lesser range is needed.  These would have the range of the enchanted version of our existing ballistae, and enchantments can be applied similarly to bring these to a range that hopefully is comparable to the new Arstotzkan cannons.
« Last Edit: May 28, 2017, 08:40:27 pm by Devastator »
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Madman198237

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Re: Wands Race - [Moskurg]
« Reply #2008 on: May 28, 2017, 08:40:38 pm »

Here's the thing: Given our control over the metal, and our experience with ballistae, building a ballista out of adamantine should be child's play. If we include in the process of building the ballista the ability to control other attributes of adamantine, we should be able to make an incredibly powerful ballistae.

The other, perhaps better, option is to build a catapult. A catapult can use adamantine for its structural members (Meaning it can throw a lot of weight without being damaged), while still being torsion artillery, so it gets all the bonuses (Or most of them, anyway) from our ballistae experience. This, combined with our carpets, would allow us to go BVR. Then, once we know the effectiveness of the new catapults and their expense, we consider whether it makes more sense to cheapen Lucky Strike or cheapen the catapults.

Allah's Arm
This massive construction is made of solid jungle hardwood, reinforced with adamantine plating of the toughest, hardest grade we can summon and shape. It is specially reinforced and the cables used to construct the massive torsion components are of the highest grade available. This huge monster is constructed with removable wheels on the bottom of its rectangular frame for mobility, and has a pulley system so that tension can be put on the ropes by a team of horses. It is expected to throw a payload at ranges at least equal to the range of Arstotzka's new cannons. The goal is to provide a larger payload than the ballistae as well, though range and reliability are the chief concerns.
« Last Edit: May 28, 2017, 08:48:54 pm by Madman198237 »
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Devastator

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Re: Wands Race - [Moskurg]
« Reply #2009 on: May 28, 2017, 08:46:13 pm »

We need flexible material for the basis of catapults and ballistae.  Most of the energy is stored in the cables, but you get extra energy in the frame.  I'm not against using adamantium in it, but maybe the better purpose would be an armoured catapult, say?

That's an idea.  We have wheeled ballistae.  We have armor plating.  We have horses.  We could just build an armoured ballista that we wheel towards the enemy and that can be sat into the ground well enough to take some cannon shells, and given Lucky Strike, knock out the opposing cannon before being repositioned.

Also, how close do those flare-shooters have to be to target our artillery?
« Last Edit: May 28, 2017, 08:47:54 pm by Devastator »
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