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Author Topic: Wands Race - [Moskurg] {COMPLETED}  (Read 203559 times)

Taricus

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Re: Wands Race - 914 Design Phase [Moskurg]
« Reply #210 on: March 25, 2017, 02:48:43 am »

Hey, at least that weather magic has a civilian purpose too; we can ensure the farmers get rain when they need it and if the revision is successful clear skies when rain would ruin crops.
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Kashyyk

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Re: Wands Race - 914 Design Phase [Moskurg]
« Reply #211 on: March 25, 2017, 02:51:24 am »

Huh. That's not how expense credits worked in Sensei's games.

But okay, I'm not gonna complain about that.

I'll change to Clear Skies
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evictedSaint

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Re: Wands Race - 914 Design Phase [Moskurg]
« Reply #212 on: March 25, 2017, 07:10:58 am »

Clear skies +1

We can afford the slow build to a more powerful magic, I think - or should we *finally* upgrade gust of wind to deflect fireballs?  Defense is critical, after all.

NUKE9.13

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Re: Wands Race - 914 Design Phase [Moskurg]
« Reply #213 on: March 25, 2017, 07:21:25 am »

How do we feel about redeploying al-Mutriqa? Moving him to the plains would be a good way to cement our control over them. Anybody want to second that order?
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Taricus

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Re: Wands Race - 914 Design Phase [Moskurg]
« Reply #214 on: March 25, 2017, 07:24:27 am »

While it could help cement control over the plains, we could also use his help in moving into the mountains.
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Kashyyk

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Re: Wands Race - 914 Design Phase [Moskurg]
« Reply #215 on: March 25, 2017, 07:25:46 am »

I'd suggest back to the jungle. I think we can reliably hold the Mountain/Desert border, and if we can secure the Jungle we'll have more reinforcements and resources than Arstotzka.
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evictedSaint

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Re: Wands Race - 914 Design Phase [Moskurg]
« Reply #216 on: March 25, 2017, 07:27:19 am »

We need to hold the plains if we want to turn the war around.  Move Al to the plains.

But can we discuss the possibility of revising the Gust of Wind, though?  Clear Skies might be complicated enough to be a Design Phase, and absolutely negating their fireballs would be an absolute game changer.

Taricus

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Re: Wands Race - 914 Design Phase [Moskurg]
« Reply #217 on: March 25, 2017, 07:42:41 am »

Depends if Iituem says it'd be a design to get clear skies or not. If we get both this turn it means we have a decisive advantage; we can make the ground muddy and then make the skies clear so that the enemy has to trudge through the mud while we've got a lot of archers able to clear shoot them down while they slog through.
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evictedSaint

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Re: Wands Race - 914 Design Phase [Moskurg]
« Reply #218 on: March 25, 2017, 08:06:32 am »

Doesn't he usually say who won te credit during the battle phase?  Even if we win, we aren't getting two revisions this turn.

Edit: derp, misread your reply. 

Yeah, I guess improving our mastery of the weather would be a game changer, but we should definitely spend next turns revision trying to buff our Gust of Wind.  Right now their fireballs are doing all their heavy lifting.
« Last Edit: March 25, 2017, 08:11:16 am by evictedSaint »
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NUKE9.13

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Re: Wands Race - 914 Design Phase [Moskurg]
« Reply #219 on: March 25, 2017, 08:50:52 am »

I also worry that a revision alone might not be enough to get us Clear Skies, but even if it doesn't, it (probably) won't do nothing. And any improvement on our control of the weather is a good thing.

While it could help cement control over the plains, we could also use his help in moving into the mountains.
I think we should hold off on trying to retake the mountains until we have developed a new aggressive spell or piece of equipment that could help us there. At the moment none of our advances give us a boost in the mountains, which favour small-scale ambushes and skirmishes in rough terrain: not our forte.
If I were them, I'd either be developing something to retake the plains, or hold on to the mountains- either way, we'd be better off focusing our defensive efforts on the plains.


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evictedSaint

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Re: Wands Race - 914 Design Phase [Moskurg]
« Reply #220 on: March 25, 2017, 09:01:34 am »

I'm just wary of building Dooms Day Spells.

Our strategy thusfar has been mass support for our boots on the ground, while Arstotzka keeps trying to build Death Stars.

NUKE9.13

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Re: Wands Race - 914 Design Phase [Moskurg]
« Reply #221 on: March 25, 2017, 09:07:30 am »

I'm just wary of building Dooms Day Spells.

Our strategy thusfar has been mass support for our boots on the ground, while Arstotzka keeps trying to build Death Stars.
Have they? Do we actually have any idea what, besides Fireballs, they have created?

EDIT: Went back and re-read all the turns up till now.

911: ? ? ? Something about commoners giving orders to noblemen?
912: Fireballs, the bane of our existence.
913: ? ? ? Snipers and bodyguards? Possibly (but probably not) storm magic?
914: ? ? ? No indication of them doing anything.

I feel like maybe they keep designing things, getting poor rolls, and then giving up on them. They should be more persistent. It took us 3 revisions* to get Teletalk wands working how we wanted them to, and boy was it worth it.
« Last Edit: March 25, 2017, 09:50:03 am by NUKE9.13 »
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evictedSaint

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Re: Wands Race - 914 Design Phase [Moskurg]
« Reply #222 on: March 25, 2017, 09:08:29 am »

More fireballs.  They just keep reverse engineering fireballs, I think.


@Iituem: are our compound bow lacquered?
« Last Edit: March 25, 2017, 09:16:41 am by evictedSaint »
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Taricus

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Re: Wands Race - 914 Design Phase [Moskurg]
« Reply #223 on: March 25, 2017, 09:45:08 am »

Our bows aren't lacquered (That will make them expensive until we get the jungle), so rain is a serious concern for our archers.
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evictedSaint

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Re: Wands Race - 914 Design Phase [Moskurg]
« Reply #224 on: March 25, 2017, 09:48:53 am »

Our bows aren't lacquered (That will make them expensive until we get the jungle), so rain is a serious concern for our archers.

Ah, then I guess weather control is the correct move, then.
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