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Author Topic: Wands Race - [Moskurg] {COMPLETED}  (Read 203626 times)

Iituem

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Re: Wands Race - 914 Design Phase [Moskurg]
« Reply #240 on: March 26, 2017, 10:53:21 am »

Forenia, 916

In the early months of 916 a comet was sighted over Arstotzka.  Shortly thereafter a rock crashed to earth near the capital city, leaving a crater in the shape of the Foe Axe, a weapon supposedly held by one of their gods.  A religious fervour comes over the nation and whilst it is spent by the end of the year, 916 sees Arstotzkans fight with renewed and deadly vigour.

Storms cover the whole of the mountains throughout the year, heavy rain causing the ground to run and strong winds sending arrows flying unpredictably.  Despite narrow contest between the two armies, Arstotzka finally manages to rout the last of Moskurg's positions in the foothills, ending conflict in the mountains.  Two whole Moskurger armies are captured and selectively ransomed or, when ransoms are not forthcoming, executed.

The Arstotzkan invasion of the desert has begun.


Hurricanes plague the jungle, with driving monsoons and flooding of large sections of the soft ground.  Many heavier troops get bogged in the ground and the going is tough and brutal.  Despite, once again, a slight advantage to Moskurg, Arstotzka completely overruns the jungle, heavily armoured troops taking back position after position until the jungle is once again split evenly between Moskurg and Arstotzka.  All Moskurger armies in the jungle are put to the sword.

The Arstotzkans have unveiled two secret weapons this year, one of which is armour.  Plate mail armour.  We have heard tales of such armour being worn by knights in Europe, a harness for elite knights and warriors.  Somehow they have managed to equip over a third of their army in plate mail, with the remainder still wearing breastplates and plate armour elements.  Swords glance off their armour, arrows barely pierce it.  With such an advantage have they taken back the jungle.



The storms continue on to the plains, heavy rainfall turning the open fields to slick mud.  Garbed in full plate, the heavy infantry of Arstotzka march out to battle and strike blow after blow against the Moskurger defenders.  They unveil another weapon, as their wizards conjure forth long walls of flame to guard their positions against the enemy and to force Moskurger troops in main battle to move as they direct, creating choke points to their advantage.  The plains are Moskurg's one position of strength, and once again that strength is marginal by comparison.  However, Moskurg is able to secure their position and then push out past the last border forts into the taiga itself.

Moskurg has control of the plains.


The second Arstotzkan secret weapon was unveiled; apparently they can conjure static walls of flame to control the shape of the battlefield.  These flames are too hot for the storm to put out, and give them a serious tactical advantage by being able to dictate where and when we can travel on the field.


Combat at sea is a constant back and forth with no real territorial gains on the coast.  Both sides lose ships, but Moskurgers really lose out where Arstotzka gets its lost sailors back due to ransoms and Moskurger chivalry.


We lost literally half of all troops we have, and have been able to reinforce half of that loss again.  It is a rough time for Moskurg.


Revision Credit:  [3+1 vs 3+3]  Jibril Saadiya has been treated to the wonders of both nations and their capitals, and enjoyed a luxury of culture, erudition and entertainment.  In the end, despite the tall towers, the universities, races and wonders of Moskurg, he chooses Arstotzka because they prove to have marginally more religious tolerance, and it turns out that he left his old country due to some frankly heretical beliefs that wouldn't have sat well with the priesthood back in Moskurg.  The Arstotzkan priests aren't happy about him either, but they have less power to act on that, and so he joins the Arstotzkans and contributes his great knowledge and ability to their research team.

Arstotzka has gained the revision credit for this turn.
Spoiler: Moskurg (click to show/hide)
Spoiler: Arstotzka (click to show/hide)

It is 916, the Design Phase.

Spoiler: State of Forenia, 916 (click to show/hide)
Spoiler: Moskurger Equipment (click to show/hide)
Spoiler: Moskurger Spells (click to show/hide)
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S34N1C

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Re: Wands Race - 914 Design Phase [Moskurg]
« Reply #241 on: March 26, 2017, 11:10:03 am »

It doesn't seem like our storms did much of anything to them. I think it's time to bring the thunder.


Lightning Strike: Call down a bolt of lightning on a target.
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NUKE9.13

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Re: Wands Race - 914 Design Phase [Moskurg]
« Reply #242 on: March 26, 2017, 11:13:20 am »

Ayup. Saw that coming. Heavy armour. What a drag.

So, time for some lightning?

Lightning Bolt: Deal 3 damage to target creature or player. With control of the storms within our grasp, naturally it falls on us to harness the most potent of its weapons, lightning. By careful manipulation of the storm clouds, we call down blasts of lightning upon the enemy, frying them in their armour.

Or should we deal with their heavy armour in a more mundane way?

Scorpion (bolt thrower): Is it a giant crossbow, or a tiny ballista? Either way, it is a fearsome weapon. Using our knowledge of tension and composite materials, we construct a device capable of firing thick bolts or stones over vast distances. Though not as powerful as a ballista, the scorpion makes up for it in its portability and ease of use; it only requires a single crew member, who is nevertheless capable of an appreciable rate of fire.
The scorpion can be deployed in large scale battles, slaying enemy troops from distances that archers can only dream of. It can also be deployed at sea, firing from ship to ship (it is not really powerful enough to do structural damage to an Arstotzkan longboat, but it can still clear the decks long before they enter archery range).
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Taricus

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Re: Wands Race - 914 Design Phase [Moskurg]
« Reply #243 on: March 26, 2017, 11:15:36 am »

Alright, first off we send Al-Mutriqa back to the mountains, we cannot leave him in the plains when the enemy is pressing onto our capital. We got a good one with taking down their wizard though.

Now, We're going to need pikes and other heavy melee weapons to counter the Arstotzkans (Though that should be easy enough; war-hammers, halberds and the like should help there) and something out counter those firewalls (Or turn them against their creators by moving them)
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NUKE9.13

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Re: Wands Race - 914 Design Phase [Moskurg]
« Reply #244 on: March 26, 2017, 11:22:21 am »

Alright, first off we send Al-Mutriqa back to the mountains, we cannot leave him in the plains when the enemy is pressing onto our capital. We got a good one with taking down their wizard though.
I believe you mean the desert. We've been totally driven out of the mountains. But yes, regardless of what ever else we do:

Order: Redeploy al-Mutriqa to the desert.

Now, We're going to need pikes and other heavy melee weapons to counter the Arstotzkans (Though that should be easy enough; war-hammers, halberds and the like should help there) and something out counter those firewalls (Or turn them against their creators by moving them)
How about lances? Add a contus to the lineup, see how their plate armour stands up to a four-meter long lance with all the force of a charging horse behind it. We could conceivably develop lances with a revision of basic spears.
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evictedSaint

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Re: Wands Race - 914 Design Phase [Moskurg]
« Reply #245 on: March 26, 2017, 11:23:42 am »

Hey Iituem, assuming Arstotzka doesn't take forever with their designs and revisions, you can pretty much hurry this design phase along.  I think it's pretty obvious what our choice is.

Storm Strike: The Hammer of Allah
Moskurgs first main-line battle spell.  Using our rapidly expanding knowledge of weather magic, lightning is called forth from the sky to strike the ground with alarming frequency.  The bolts eagerly leap to mass congregations of steel on the ground and fry everything in the blasts radius.  In addition to wrecking the enemy's moral, the spell has the potential to devastate entire squads and disrupt the enemy's battle line.  With great difficulty, Moskurg mages can even direct these wild stallions of the sky to specific targets.  Arstotzkan Elite Guards can crowd around their commanders, but even they can't deflect a blast from the heavens.

Taricus

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Re: Wands Race - 914 Design Phase [Moskurg]
« Reply #246 on: March 26, 2017, 11:28:08 am »

Requires a horse charging with it. And horses are expensive. We need cheaper armour defeating weapons that can be used by infantry, the light infantry in particular. If we do that not only would we still outnumber them, but it means the mud is more of a horrific proposition for them; the enemy now has to worry about being attacked by units that can more easily navigate the mud who can defeat their armour easily or otherwise push them face-down into the mud to drown.

And Saint, I don't think it's going to be the obvious choice.

@Iituem: How many weapons could we feasibly design using the one design action this turn?
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Re: Wands Race - 914 Design Phase [Moskurg]
« Reply #247 on: March 26, 2017, 11:31:38 am »

Requires a horse charging with it. And horses are expensive. We need cheaper armour defeating weapons that can be used by infantry, the light infantry in particular. If we do that not only would we still outnumber them, but it means the mud is more of a horrific proposition for them; the enemy now has to worry about being attacked by units that can more easily navigate the mud who can defeat their armour easily or otherwise push them face-down into the mud to drown.
I see what you mean.
It really sucks that the plains bonus isn't more horses. That would've been great. As it is, 'more people (but not more armies)' is just... kinda useless? Unless we want to start using blood sacrifice or whatever, but that seems... excessive.
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Taricus

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Re: Wands Race - 914 Design Phase [Moskurg]
« Reply #248 on: March 26, 2017, 11:34:30 am »

Technically we could use that to mean just about anything though, so long as we can argue for it :P
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Iituem

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Re: Wands Race - 914 Design Phase [Moskurg]
« Reply #249 on: March 26, 2017, 11:48:49 am »

I may revise that bonus in due course, it's a bit non-specific but other options were too powerful.  I need to think on it.

You can design one weapon with a design action; the only way to affect multiple weapons would be to design a new manufacturing process or material that would affect multiple existing weapon designs.
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evictedSaint

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Re: Wands Race - 914 Design Phase [Moskurg]
« Reply #250 on: March 26, 2017, 11:52:04 am »

Okay, there's a couple of ways to defeat heavy armor if you guys don't want to go the obvious route and fry them all with lightning.

Lucky Strike: Gust Guidance
Use wind to bolster our lucky strike to be more precise and go further.  Heavy armor still has weak points - eye slits are the natural choice.  Defeated by shields.

Bodkin Arrows
With the natural strength of our compound bows, bodkin points on our arrows will let us punch through plate at close range.  The likelihood of armor penetration is debated, however.

Order: Examine Armor
Gather the armor from the fallen enemy soldiers and examine their design for weak points.  I actually strongly recommend this order, regardless of what we decide.

Billhook
An upgrade to our spears, the addition of a hook allows the common soldier to grab a heavily armored opponents loose armor pieces and drag him to the ground, where he's easier to stab to death.

Horse Breeding Program
With the plains at our disposal, we can expand our herd to make mounted soldiers more common.  Militia knights are a cheap way to get lance charges in against the enemy.

Improved Mindreading
It's time to get our mind reading advantage back.  Increasing the range at which mages can read minds puts them outside of their elite guard's kill range.

Madness
Using our failed attempt at teletalk wands that caused insanity and our forays into mind reading, our mages can induce madness in select targets permanently or in swaths of troops for a temporary period.
« Last Edit: March 26, 2017, 11:55:10 am by evictedSaint »
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crazyabe

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Re: Wands Race - 914 Design Phase [Moskurg]
« Reply #251 on: March 26, 2017, 11:57:15 am »


Hey Iituem, assuming Arstotzka doesn't take forever with their designs and revisions, you can pretty much hurry this design phase along.  I think it's pretty obvious what our choice is.

Storm Strike: The Hammer of Allah
Moskurgs first main-line battle spell.  Using our rapidly expanding knowledge of weather magic, lightning is called forth from the sky to strike the ground with alarming frequency.  The bolts eagerly leap to mass congregations of steel on the ground and fry everything in the blasts radius.  In addition to wrecking the enemy's moral, the spell has the potential to devastate entire squads and disrupt the enemy's battle line.  With great difficulty, Moskurg mages can even direct these wild stallions of the sky to specific targets.  Arstotzkan Elite Guards can crowd around their commanders, but even they can't deflect a blast from the heavens.
+1
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NUKE9.13

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Re: Wands Race - 914 Design Phase [Moskurg]
« Reply #252 on: March 26, 2017, 11:58:26 am »

Do we need to use an order to tell them not to summon storms in the desert region, or is that just common sense? If anything, we want to use clear skies to maximise the sunlight and heat that those tin-canned-soldiers are exposed to. Rain will just help them, by cooling them down.

Horse Breeding Program
With the plains at our disposal, we can expand our herd to make mounted soldiers more common.  Militia knights are a cheap way to get lance charges in against the enemy.
I was thinking about something like that. If that'll fly as a design (or even a revision?), we should definitely do it.
That way it isn't straight up the bonus provided by the plains, but it is an action enabled by holding them.

In fact, unless Iituem says it definitely won't work, I'm going to vote for that for now. +1 to Horse Breeding
We can use a revision to develop lances from spears, and then we'll have plentiful lance-armed horsemen to pierce their heavy armour.

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Taricus

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Re: Wands Race - 914 Design Phase [Moskurg]
« Reply #253 on: March 26, 2017, 12:00:37 pm »

To be fair just having everyone on a horse gives us a massive advantage due to mobility; they simply would not be able to force engagements.
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Re: Wands Race - 914 Design Phase [Moskurg]
« Reply #254 on: March 26, 2017, 12:06:02 pm »

To be fair just having everyone on a horse gives us a massive advantage due to mobility; they simply would not be able to force engagements.
Yeah, but always avoiding combat doesn't work either. They can just advance their army from castle to castle whilst we dance around them uselessly.
Having horse archers or lancers, that gives us a massive advantage. But so does having heavy plate for 1/3 of their army.
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