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Author Topic: Wands Race - [Moskurg] {COMPLETED}  (Read 199783 times)

Kashyyk

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Re: Wands Race - [Moskurg]
« Reply #3060 on: August 10, 2017, 10:39:42 am »

I suggest to the Jungle-Taiga border. The more pressure we can put on their homelands, the less pressure we will receive from them.

Quote from: Al-Mutriqa
Jungle: (1) Kashyyk
Mountains:
Plains:
Sea:
Somewhere else?
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NUKE9.13

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Re: Wands Race - [Moskurg]
« Reply #3061 on: August 10, 2017, 02:32:19 pm »

Jungle sounds good.

Quote from: Al-Mutriqa
Jungle: (2) Kashyyk, NUKE9.13
Mountains:
Plains:
Sea:
Somewhere else?



Whilst we wait, a proposal for next turn's design- assuming that nothing more important comes up, of course.

Najimfalaz (Star Metal): The forge-imams have long laboured over the holy metal, Adamantium (or Adamantine, depending on who you ask). They have learnt to modify its hardness and temperature, and to shape it into almost anything we could desire. Yet, can this truly be the limit of our abilities? The nature of god is infinite; no aspect is beyond Him. Why should the holy metal be any different?
Curiously, it is from that oldest of sources, the Divination Spellbook, that inspiration came. Aforementioned tome speaks at great lengths of the power of the stars, and their myriad influences on our lives. Amongst their number, uncountable by all but the Divine, exists one for every situation, every aspect. If we could impart the power of a specific star into a metallic substance, we could create nigh infinite varieties- and by combining stars, an infinity more.
For many a night the forge-imams sat beneath the stars, intoning lengthy prayers modelled after those needed to summon Adamantium, whilst also calling upon the power of the celestial lights. Many a night was fruitless, with naught to show for their efforts. Other nights, noxious sludge was what came forth. Often, what they summoned resembled regular adamantium, having no special properties.
But after months of trying, as their prayers grew ever longer and more complex, it came to pass that they summoned forth a bar of a golden metal, shining brighter than adamantium- indeed, shining with the brightness of a star. And when said metal was tested, and revealed to be attracted by Maghnatism, their praises to god lasted throughout the night, until their voices failed them.
In subsequent nights, they summoned forth more and more varieties of what they came to refer to as 'Najimfalaz', or 'Star Metal'. The Maghnatic variety was joined by a 'Conductive' variety, that carries Kahrab with an efficiency as good as (if not better than) copper- Hayat herself has claimed the first bars for her experiments. Glassmakers rued the night they summoned transparent metal, whilst aviators clamoured to have 'Wind-screens' installed on their skiffs. Razor-sharp, hard as diamonds, soft as butter, flexible, inflexible, hot, cold- there are as many varieties as there are stars (more, if stars are combined), though each requires a slightly different prayer.
The proof of concept is impressive. All that remains is to condense the prayers into more practical versions, and disseminate them to every smithy in the country. (see addendum for which varieties we are most interested in)

Obviously being able to make literally anything would be busted- thus the caveat of needing to make separate prayers for each variety. How many varieties we get will depend on how well we roll, I think, so we should list what we want in order of importance. I've put down a few suggestions- feel free to suggest others, or argue for one variety being more important than another.

Najimfalaz Addendum: In order of priority, the varieties we want are:
-Magnetic
-Transparent
-Conductive
-Hard
-Sharp
-Resistive
-Dense (heavy)
-____
« Last Edit: August 11, 2017, 01:44:31 pm by NUKE9.13 »
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Kashyyk

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Re: Wands Race - [Moskurg]
« Reply #3062 on: August 11, 2017, 01:36:04 pm »

Within that list I'd also add 'Dense' or 'Heavy', for increased momentum for cannon shells, but that can go near the bottom so long as they aren't all light as leather.
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evictedSaint

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Re: Wands Race - [Moskurg]
« Reply #3063 on: August 11, 2017, 08:53:33 pm »

Combat for 946

Moskurg makes the first fumbling steps towards modernizing their antique ballista artillery to something that can compete with Arstotzka's magically powered cannons.  Named the "Thundergun" after the thunderous *crack*-ing noise it makes when fired, this new artillery piece is essentially an over-sized coilgun.  Firing round iron slugs out of a greased Adamantium barrel, it uses three dozen sequenced copper coils along the twelve foot muzzle for propulsion via a phenomenon known as the "Hayat Effect".  The cannon uses thirty-six Wands of Thunderbolt packed into a single cartridge and an open-latch loading breech, and the timing mechanism is controlled via vacuum tubes (also invented by Hayat).  The gun can reach out to BLOS+1, but is inaccurate (even with Lucky Strike) beyond Extreme Range - likely due to the unaerodynamic ammo and smooth-bore barrel.  Both their design phases were spent getting a working prototype and a functional unit they can put out on the field, and the revision was spent making sure it wouldn't break every time it fired.  It doesn't quit obsolete ballistas just yet, as it can't fire unique ammo, hit accurately, or be moved easily, but it has plenty of promise.

Arstotzka similarly spends this year trying to match their opponents area of expertise.  Their Avenger has been given plenty of care and attention this year, with a brand-new design known as the Lightning.  Fast, stable(-ish), and cheaper than its predecessor, it uses a brand-new magical energy generator known as the Aether Reactor.  Unlike the previous generation Reactor, it doesn't explode quite as violently, and manages to output more energy for the same volume via an ingenious radial-battery design.  The turret has been upgraded from 14 mm's to 20, giving it considerably more punch.  It's still single-fire and unpowered, but it does draw energy from the reactor so that a mage isn't required to operate it.  In fact, it can be operated entirely by non-mages!  The first design was spent making the generator, the second was spent making the Lightning, and the revision was spent upgrading the propulsion system to improve acceleration.  They once again elect to not spend their expense credit.



The border between the Taiga and the Jungle sees the most pitched fighting this year, and most of it occurs above the tree tops.

Moskurgs new cannons are...difficult to place.  More inaccurate than ballistas but with more range, it is used primarily on the ground to do the exact same thing Arstotzka has done to Moskurg for the past few decades; barrage enemy lines from an untouchable distance.  The round iron spheres don't really do much damage, though - they're too inaccurate to reliably hit enemies (even with Lucky Strike) and near-misses are non-fatal since the ammo doesn't explode.  The miserable range on teletalk wands means it can be difficult to get real-time feedback on barrage accuracy, which surprisingly makes Arstotzkas flare system more useful in this case.  Even worse, each cannon goes through a heavy 36-pack of Thunderbolt Wands in addition to every cannonball fired, and much in the same way Arstotzka suffered from supply issues when their HA1 went to the field Moskurg is unable to barrage non-stop.  Still, it's a longer stick than anything Arstotzka has, and even if they can't fire it all the time, or accurately, they can at least fire it without mages - something Arstotzka has been struggling with for decades and Moskurg figured out in a year.  Compared strictly to the HA1-b "Mundane", it's a little better since it can fire more often (provided it has available ammunition) and can hit further.

Arstotzkas new Lightning has made the Phoenix impossible to use at all.  The 20 mm gun can knock out engines pretty easily, and it has enough handling that it can get into position for the gunner to fire off multiple rounds.  There's even enough of them that they can do more than single strike missions, but Moskurgs Skyskiffs still outnumber them.  Sadly, the Lightning doesn't fulfill the "dogfighter" role as envisioned, as the turret doesn't track targets fast enough nor even fire more than once every six seconds.  Skyskiffs (or even lone "carpet" riders) can reliably knock out a Lightning if they can get close enough.  The Lightning has better range and better speed, but can't hit the small Skyskiffs.  The Skyskiffs have better killing capabilities, but their primary offensive ranged armament is the short-ranged Thunderbolt Wands and the pilots can't operate at the high speeds the device is capable of due to the open-cockpit design (and utter lack of seatbelts).  Moskurg can usually drive off Lightnings, since the Lightning can't operate in groups thanks to Moskurgs weather control and they're still outnumbered by the Skyskiff.  The Skyhawk must operate in tandem with numerous defensive fighters, but it can at least take a couple hits before going down and still operates in a slightly reduced capability.

Arstotzka still controls the ground thanks to their superior infantry.  Their Protector is still garbage and useless in the uneven and densely-forested terrain, so troops can't use it as cover during melee advances.  The Zephyr helps make up the difference in infantry combat, and as always is extra effective thanks to the heavily forested area with plenty of debris to throw around.  Without the ability to land troops behind enemy lines and with al-Mutriqa leading the charge against them, Arstotzka is once again forced to cede ground to the southern invaders.  Their Lightning gives them a foothold in the air, but until their ability to actually dogfight is addressed they'll continue to be beaten back at every turn.  Similarly, Moskurgs artillery will need to address supply issues and lack of ammo types before it can be a major player on the ground, and more importantly it'll need to be miniaturized and made more accurate before it can be used by the troops on the ground or by the skiffs in the air.

Moskurg regains a foothold in the Taiga.


Air power and artillery render infantry less useful in the plains. 

Moskurgs artillery can hit the furthest, dictating the distance between trench lines.  It's not accurate enough to hit anything in the trenches, but it can keep Arstotzka's artillery at bay which is a prize all on its own.  The Skyhawk still rules the roost when it comes to picking and chipping away at enemy lines, and Moskurg can more reliably bomb enemy emplacements from the air.  Arstotzka returns the favor as best they can, but the Lightning doesn't have bomb mountings and the more primitive Avenger must be used, when they can even reach enemy lines.  The Zephyr doesn't do much, nor does the Phoenix, but the HAC-1 likewise has little use here.  Moskurg ultimately has the advantage with their air and artillery advantage, and the fact that they control the coastlines means they push Arstotzka back another section and continue their creep north.

Moskurg gains a section of the Plains.


The Thundergun is hard to use in the mountains, much like the HA1 was.  Too large and heavy to move easily, it's regulated primarily to airships and the ballista is used on the ground.  Stone fortresses are little more than piles of gravel from the constant bombardment, and rain makes everyone miserable this high up.  Life is lightning blasts, bombing runs, artillery barrages, and scrambling from one wet rock to another.  The Lightning, frustratingly enough, can't aim downward, so its ground support role is non-existent.  Moskurg's Skyskiffs are better suited for supporting infantry advancements up rockey trails, though the fact that Arstotzka has had time to dig in does not bode well for the tired troopers.  HA1's hit pre-designated choke-points and slaughter dozens, only to be hit immediately after by Moskurg air forces.  Skyhawks move carefully between mountain peaks, only to be ambushed by Lightnings that are then immediately driven off by Moskurg Skyskiffs.  Melees on the ground usually go to Arstotzkans, who favor ambushes with their single-shot R1's.  Arstotzka knows these mountains far better than their southern neighbors, and it shows.  The fighting is brutal, grueling, and non-stop. 

Arstotzkas pushes don't go so well, either.  Without Close Air Support they can only fight (and lose) short battles with Moskurg air forces, and most of their Mages go back to standing in with troops to throw fireballs at Moskurgers when battles do happen.  When Skyskiffs appear over head, however, all they can do is hide and hope they run out of ammo soon.  Their crystal armor does a fair job at protecting them against most forms of injury, making it require multiple Thunderbolt strikes or firestorm grenades to knock them out of the fight.  Myark fights hard, and is really the only one who can knock enemy pilots out of the sky by hitting them with an R1 during a banking maneuver.  It's not much, but every little bit helps.

Ultimately, though the two sides are roughly even.  After a year of combat, however, [heads=Moskurg, tails=Arstotzka: tails] Arstotzka manages to bleed Moskurg dry enough that they push the invaders back down the slopes.  It was a close fight, and though they won Arstotzka only managed to do so by the skin of their teeth.

Arstotzka has regained the Mountains.  If they hold it for a year, they may exploit it for resources.


In the frozen northern seas, battles are fought and won in the air.

With ships regulated to mostly support, Arstotzka and Moskurg air forces slug it out in viscous dogfights.  If Arstotzka can take out airships, then Moskurg Skyskiffs have nowhere to land and will eventually go into the water (and quickly freeze to death).  If Moskurg can knock out enough Lightnings, then Arstotzka will have no way to defend themselves against the airships overhead.  Arstotzkas Lightnings are faster, so they can more reliably penetrate Moskurg perimeters.  Killing the airships takes time, however, so Moskurg can often catch up and start blasting the Lightnings out of the sky.  It's fairly even, but eventually [heads=Moskurg, tails=Arstotzka: heads] Moskurg shows their superiority on the high seas air and pushes Arstotzka back another section of coastline.  It's a close fight, and Moskurg airships are pretty ragged by the time the fighting is over.

Moskurg gains a section of shoreline in the Northern Seas


REVISION CREDIT!!!

As both sides advance their knowledge in the magical (or non-magical) arts, their ability to produce wondrous works that bend nature to their will has grown.  From now on, both sides will gain a permanent additional revision credit each year.  This credit can not be saved and is subject to the same bonuses and maluses as a normal revision.


ESPIONAGE CREDIT!!!

The years of war have begun taking its toll on Arstotzka.  Cracks in the design team have become very noticable, and after plenty of forewarning infighting has occurred.  A defector has come to the Moskurg design team, seething with anger.  The growing factions in Arstotzka threaten the Kingdoms very existence, and this individual sees Bjorn as too weak of a leader to continue on after the King has passed.  He comes to Moskurg asking only that once the war is over and Bjorn lies dead they will remember his Clan as one of those who sided with Moskurg, once it comes time to divide up the conquered kingdom.  Moskurg gains an Espionage Credit this year.


It is 947, the Design Phase.

Spoiler: State of Forenia, 947 (click to show/hide)

Spoiler: Moskurger Spells (click to show/hide)



Behavior Rules.  Please Read.
Spoiler (click to show/hide)
« Last Edit: August 11, 2017, 10:18:42 pm by evictedSaint »
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somemildmanneredidiot

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Re: Wands Race - [Moskurg]
« Reply #3064 on: August 11, 2017, 10:07:41 pm »

Plan: Fuck Arsty Everyday
Design: Full Property Control of Adamantium: Magnetic, Opulencity, Density, the works. The Starmetal design.
Revision: Cheaper Skyhawks: They're faster, so we'll outnumber them, better securing our air advantage which turns the Seas back into solidly our favor and should set us up so that we make advances even when they deploy their wizard (them having a coin flip even though they deployed their hero unit feels good, even if we lost the coin flip).
Revision: Explosive Coilgun Spikes: Increased accuracy plus booms equal an excellent time. Made of Adamantium if the design goes well.
Espionage Credit: Bank it. We shall use their salt to lay the final blow upon their neck.
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Taricus

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Re: Wands Race - [Moskurg]
« Reply #3065 on: August 11, 2017, 11:37:28 pm »

We're going to need a new explosive if we want our shells to be effective when exploding. Alternatively, we can use fin stabilised rounds which rely on the kinetic energy to kill a target. For which, we're going to need a better portable power storage solution than thunderbolt wands. So we either need to develop a new explosive component to put in the shells AND get a coilgun that can stabilise the flight of said ammunition

As for the the espionage credit, a little messing up their avengers wouldn't be amiss; we're three battles from victory and sabotaging their aircraft would give us the time needed to develop better dogfighters. We crush their navy and they are DONE for.
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We sided with the holocaust for a fucking +1 roll

NUKE9.13

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Re: Wands Race - [Moskurg]
« Reply #3066 on: August 12, 2017, 02:09:46 am »

Copy-pasting from my post above:

Najimfalaz (Star Metal): The forge-imams have long laboured over the holy metal, Adamantium (or Adamantine, depending on who you ask). They have learnt to modify its hardness and temperature, and to shape it into almost anything we could desire. Yet, can this truly be the limit of our abilities? The nature of god is infinite; no aspect is beyond Him. Why should the holy metal be any different?
Curiously, it is from that oldest of sources, the Divination Spellbook, that inspiration came. Aforementioned tome speaks at great lengths of the power of the stars, and their myriad influences on our lives. Amongst their number, uncountable by all but the Divine, exists one for every situation, every aspect. If we could impart the power of a specific star into a metallic substance, we could create nigh infinite varieties- and by combining stars, an infinity more.
For many a night the forge-imams sat beneath the stars, intoning lengthy prayers modelled after those needed to summon Adamantium, whilst also calling upon the power of the celestial lights. Many a night was fruitless, with naught to show for their efforts. Other nights, noxious sludge was what came forth. Often, what they summoned resembled regular adamantium, having no special properties.
But after months of trying, as their prayers grew ever longer and more complex, it came to pass that they summoned forth a bar of a golden metal, shining brighter than adamantium- indeed, shining with the brightness of a star. And when said metal was tested, and revealed to be attracted by Maghnatism, their praises to god lasted throughout the night, until their voices failed them.
In subsequent nights, they summoned forth more and more varieties of what they came to refer to as 'Najimfalaz', or 'Star Metal'. The Maghnatic variety was joined by a 'Conductive' variety, that carries Kahrab with an efficiency as good as (if not better than) copper- Hayat herself has claimed the first bars for her experiments. Glassmakers rued the night they summoned transparent metal, whilst aviators clamoured to have 'Wind-screens' installed on their skiffs. Razor-sharp, hard as diamonds, soft as butter, flexible, inflexible, hot, cold- there are as many varieties as there are stars (more, if stars are combined), though each requires a slightly different prayer.
The proof of concept is impressive. All that remains is to condense the prayers into more practical versions, and disseminate them to every smithy in the country. (see addendum for which varieties we are most interested in)

Obviously being able to make literally anything would be busted- thus the caveat of needing to make separate prayers for each variety. How many varieties we get will depend on how well we roll, I think, so we should list what we want in order of importance. I've put down a few suggestions- feel free to suggest others, or argue for one variety being more important than another.

Najimfalaz Addendum: In order of priority, the varieties we want are:
-Magnetic
-Transparent
-Conductive
-Hard
-Sharp
-Resistive
-Dense (heavy)
-Volatile (reacts explosively with water)
-____

Taricus: It's a long shot, but I added volatility to the list of properties we want. We could just fire lumps of alkali barely coated with wax or something. I mean, it's a property some metals have. Why shouldn't we be able to make it happen?

The Espionage Credit we hang on to, for now. It will be best employed to deal the coup de grace.
« Last Edit: August 12, 2017, 02:21:49 am by NUKE9.13 »
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Kashyyk

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Re: Wands Race - [Moskurg]
« Reply #3067 on: August 12, 2017, 02:19:34 am »

I'm totally okay with Star Metal as a design. Some would say it's overdue, but it's definitely worth getting now.

Quote from: Votes
(3) Star Metal: SMMI, NUKE9.13, Kashyyk

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Taricus

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Re: Wands Race - [Moskurg]
« Reply #3068 on: August 12, 2017, 02:35:45 am »

I think we're better off not using adamantium for the explosive component; just a little too risky on that front. Same with conductivity and the like as we don't want to accidentally electrocute our own soldiers (Though at the very least, adding that in means we can make the material non-conductive).

Furthermore, a good explosive is one that detonates with large amount of force compared to the material amount; reactivity in water it'sd exactly conductive to that. Ideally we'd use it as an explosive by use of either mechanical force or a smaller explosive charge.
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NUKE9.13

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Re: Wands Race - [Moskurg]
« Reply #3069 on: August 12, 2017, 03:12:03 am »

...we wouldn't be making the metal have all properties at once. That would be stupid.

Also, yeah, a proper explosive would be better, obviously.
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Taricus

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Re: Wands Race - [Moskurg]
« Reply #3070 on: August 12, 2017, 03:18:33 am »

Yeah, And I'd support the new material regardless.

Anyone up for possibly making rockets after getting the new shell for the railgun? Those should give us a long range punch and spread massive fires everywhere.
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crazyabe

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Re: Wands Race - [Moskurg]
« Reply #3071 on: August 12, 2017, 04:11:23 am »

Quote from: Votes
(4) Star Metal: SMMI, NUKE9.13, Kashyyk, Crazyabe
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evictedSaint

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Re: Wands Race - [Moskurg]
« Reply #3072 on: August 14, 2017, 09:59:17 pm »

Design: Star Metal [2+1, 3+2, 3+1]

Named after the heavens above, Star Metal is a variant of our existing Adamantium with further modified properties.  First and foremost is the ability to forge iron in with the metal, allowing it to experience the "Hayat Effect" just as keenly as steel or copper.    Second is the ability to render the metal as clear as pure water by melding in molten glass.

These are the only advancements we were able to produce this year, as the smithing process is becoming more and more time consuming.  Sadly, when forged with iron or glass, the Star Metal gains a brittle nature - not quite as brittle as the material it was forged with, but it is no longer as strong as pure Adamantium.  The Star Metal requires an enchantment and forging process that renders it Expensive.

Madman198237

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Re: Wands Race - [Moskurg]
« Reply #3073 on: August 14, 2017, 10:26:03 pm »

At least we got the basics. We're going to need another design that allows adamantine itself to take those properties, or at least acquire other properties.

We need indestructible cloth adamantine so our soldiers can wear robes of awesomeness. It's all part of the plan, you understand.
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Happerry

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Re: Wands Race - [Moskurg]
« Reply #3074 on: August 14, 2017, 10:35:50 pm »

Anyone want to try revising up some larger grenades that are called bombs and meant to be tossed off the side of an airship from high above?
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