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Author Topic: Wands Race - [Moskurg] {COMPLETED}  (Read 204274 times)

evictedSaint

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Re: Wands Race - [Moskurg]
« Reply #3135 on: August 24, 2017, 01:42:12 pm »

Revision: Explosive Tawjih Albarq [5]

After some testing, we discover that the higher the voltage trapped inside the Wand of Thunderbolts, the more violent the reaction on the target.  At higher voltages the sudden increase in heat and pressure causes an explosion of plasma in a modest radius.  Some refinements to the Wand of Thunderbolts charging array and the wands themselves allow us to increase the charge in the wands to a higher degree, resulting in a more powerful zap that causes an explosion on the target down range.

As a bonus, we figure out how to stop the "leakage" in our wands, and they will no longer slowly lose energy as they age.

Taricus

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Re: Wands Race - [Moskurg]
« Reply #3136 on: August 24, 2017, 01:47:48 pm »

Quote from: Votes
Phoenix Transports: (1) Taricus

Well lads, they're going to really feel the pain from those. Let's see if we can't ensure we can keep firing thunderguns non-stop.
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Kashyyk

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Re: Wands Race - [Moskurg]
« Reply #3137 on: August 24, 2017, 01:48:42 pm »

Cool. Building off that, I have two more revision suggestions, however I would prefer Phoenix Transports still and you can consider me voting for it:

Directional Tawjih Albarq
A modification to the microspell that causes it to travel in a straight line out of the Wand, ionizing the route and encouraging the lightning to be aimable in a "Point and shoot" style only previously possible with mundane weaponry.

Mundane Wands of Thunderbolt
Thanks to our mass production, they are already cheap, and as such the main limiting factor is that a magical individual must be the one to use them. By adding a firing mechanism to the wand, standard, mundane infantry can now wield the power of Allah in their hands.
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NUKE9.13

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Re: Wands Race - [Moskurg]
« Reply #3138 on: August 24, 2017, 02:33:26 pm »

Quote from: Votes
Phoenix Transports: (2) Taricus, Kashyyk
Cheaper Skyhawks: (1) SMMI
Per Discord, SMMI is voting for Cheaper Skyhawks.

I can't decide. PT seems decent. It certainly wouldn't hurt to have some better logistics.

Well, apparently Arstotzka is gonna take some time to decide on their second revision, so I guess I've got some time to think about it.
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Long Live United Forenia!

Madman198237

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Re: Wands Race - [Moskurg]
« Reply #3139 on: August 24, 2017, 09:50:46 pm »

Anyway, I want anti-crystal lightning.

Wisdom, Guidance, Power
We have gone so far with our lightning and weather control, and the final nail in Arstotzka's ever-closer coffin is to make it seek out the heathen crystal. The newfound strength of the blasts, combined with an unfailing desire to find and destroy those crystals, will wreak ruin on all of Arstotzka's barbaric, blasphemous war machines, and help us to put an end to the war.

Quote from: Votes
Phoenix Transports: (2) Taricus, Kashyyk
Cheaper Skyhawks: (1) SMMI
Crystal-seeking Lightning: (1) Madman
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We shall make the highest quality of quality quantities of soldiers with quantities of quality.

evictedSaint

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Re: Wands Race - [Moskurg]
« Reply #3140 on: August 25, 2017, 10:35:25 am »

Phoenix transports seem to be winning.  Revision in a couple hours or so.

evictedSaint

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Re: Wands Race - [Moskurg]
« Reply #3141 on: August 25, 2017, 12:34:06 pm »

Revision: Phoenix Transporter [6]

The Phoenix Transporter is significantly cheaper and simpler than the standard version.  The tank is emptied of Alnnar, and the spray turret and defensive stations are removed to cut cost and weight.  The tank is instead used to carry cargo, such as Thundergun ammunition or supplies, or even transport large ammounts of troops at once.  The reduced weight gives it a slight boost to speed and service ceiling as well.

The armor is still rather thin, and won't reliably stop Arstotzka's new 20 mm cannons on their Lightnings.  The Adamantium jet cluster nacells are still an obvious weak point, and knocking out one group is enough to cripple the ship.  The ship takes a bit to load and unload, so it likely won't see application in direct war zones, but it should help with troop movements and remedy our artillery supply issues.  Expensive.

evictedSaint

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Re: Wands Race - [Moskurg]
« Reply #3142 on: August 25, 2017, 01:53:43 pm »

Please decide what to do with the Espionage Credit, where to deploy al-Mutriqa, and submit duel reports for the Research Credit.

NUKE9.13

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Re: Wands Race - [Moskurg]
« Reply #3143 on: August 25, 2017, 02:04:33 pm »

Espionage credit: Save it.
al-Mutriqa: Tundra
Duel report: Here
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Long Live United Forenia!

Madman198237

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Re: Wands Race - [Moskurg]
« Reply #3144 on: August 25, 2017, 02:35:13 pm »

Spoiler (click to show/hide)

I need some proofreading, and possibly some opinions.
This is a rough draft, and will probably be subjected to much change sooner rather than later.
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We shall make the highest quality of quality quantities of soldiers with quantities of quality.

Atomic Chicken

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Re: Wands Race - [Moskurg]
« Reply #3145 on: August 25, 2017, 02:59:05 pm »

Quote
Espionage credit:
(2) Save it: NUKE9.13, AC

al-Mutriqa:
(2) Tundra: NUKE9.13, AC

Duel reports:
NUKE9.13's
Madman's

Not quite sure how lightning can cause crystal to explode, but I'm sure not complaining. Combine that with a cheap Hammer Strike, an apprentice training programme and Madman's crystal-seeking lightning (which should be easy enough to revise since we've already designed intelligent storms) and we'll be frying Arstotzkans left right and centre.
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As mentioned in the previous turn, the most exciting field of battle this year will be in the Arstotzkan capitol, with plenty of close-quarter fighting and siege warfare.  Arstotzka, accordingly, spent their design phase developing a high-altitude tactical bomber. 

Taricus

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Re: Wands Race - [Moskurg]
« Reply #3146 on: August 25, 2017, 03:06:07 pm »

Quote
Espionage credit:
(3) Save it: NUKE9.13, AC, Taricus

al-Mutriqa:
(3) Tundra: NUKE9.13, AC, Taricus

Duel reports:
NUKE9.13's
Madman's
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Happerry

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Re: Wands Race - [Moskurg]
« Reply #3147 on: August 26, 2017, 06:57:00 am »


Quote
Espionage credit:
(4) Save it: NUKE9.13, AC, Taricus, Happerry

al-Mutriqa:
(4) Tundra: NUKE9.13, AC, Taricus, Happerry

Duel reports:
NUKE9.13's
Madman's
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Forenia Forever!
GENERATION 11: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

evictedSaint

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Re: Wands Race - [Moskurg]
« Reply #3148 on: September 05, 2017, 04:32:42 am »

Combat for 948

Moskurg spends their design phase furthering their control over lightning.  This attempt wasn't quite as successful as it could be, but they do manage to extend their Wands of Thunderbolts effective range out to Medium.  They follow this up by tweaking their lightning to have a more explosive result when it strikes, and though it doesn't throw shrapnel it should be quite effective against harder targets.  Their second revision is an overhaul of their Phoenix airship.  The Alannar is removed out of the tank, the turrets and defenses are stripped out, and a hatch/ramp is added to the tank.  The most immediate effect is that Moskurg can now effectively supply their artillery cannons, so baring unfortunate circumstance they shouldn't run short of ammo.  It can also transport troops and other equipment, but the craft is rather unweildy and vulnerable so it won't see much combat action beyond getting troops into position before and after battles.  They choose not to spend their espionage credit this year.

Arstotzka likewise creates air-borne troopers with the invention of the Valkyrie - an overhauled Lightning with a cargo bay.  Like Moskurgs transport Phoenix, it should help with troop movements and ammo supplies.  It carries fewer troops than the Phoenix, but its smaller size and more robust armor - on the Aether Reactors, at least - make it more suited to dropping troops in combat zones, to some degree.  It doesn't function optimally in turbulent weather and is prone to capsizing if the pilot is negligent.  For their revision, Arstotzka attempts to develop fully automatic weapons and fails, primarily due to the ambition of the design for a revision.  For their second revision they improve the aerodynamics of their artillery shells, furthering the range by one and helping to make up the difference between the two sides.  Moskurgs Thunderguns still out range them, but only just.  They spend their Expense Credit on their Aether Reactors, dropping the cost by one.  This makes their Lightning and Valkyrie Normal Cost.



Arstotzka makes an attempt to further their foothold in the desert.

The flatter, more open terrain makes targets easy to spot, and with no cover to be had troops on the ground are at the mercy of whatever happens to be above.  Whether it be bombs, artillery shells, falling skyships, or lightning blasts, the men on the ground trudge through it all.  Melees are bloody and brief, but the majority of the combat is determined by the airforce and artillery.  Arstotzkas new Valkyrie and cheaper Lightning still struggle in Moskurgs control of the air, and with lightning blasts now hitting with more devastating results it's hard for the crafts to stay airborne.  They take significant troop losses whenever Moskurg manages to catch Valkyries flying out and about, and soon the transport crafts are regulated to hauling where the Restless trains cannot.  It's pretty handy for getting troops further inland, and less so for pulling troops out of compromised positions.  Moskurgs Phoenix is too much of a target and Expensive, so it is regulated solely to bringing up troops and dropping off supplies from the capitol.  This effect is less pronounced than Arstotzka's limited air-dropped troops, but the fact that their Thunderguns outrange anything Arstotzka has and their nowhere to hide in open desert makes their non-stop firing deadly.

Arstotzka has some success air-raiding, but their progress is continually hampered by their inability to easily air-strike the artillery positions.  The Lightning can't drop bombs or angle their turret towards the ground, and the obsolete Avenger must be brought in to drop artillery shells where it can.  The Valkyrie is more useful, as it's able to drop squads right on artillery positions - when it can get through.  Most are shot down by lightning blasts cracking through their limited armor, and the ones that get through generally don't make it back when the Skyskiffs come in to mop up.  They take heavy losses, but they're ultimately able to hit Moskurgs artillery positions, even if their own artillery can't.  Moskurg is still even with Arstotzka in the air, but the longer range on their Wands of Thunderbolts and the inclimate weather helps make up their lost advantage.  Tornadoes, lightning strikes, and non-stop rain and snow are mixed in with artillery barrages, chipping away at the invading forces.  Moskurg is still garbage when Arstotzka manages to meet their troops man-for-man, and oasis town after oasis town is lost as they march further south. Their control of the coast lets them drop troops behind enemy lines, but Arstotzka is able to quickly respond with their Valkyries...sometimes, if the weather isn't too bad, and they are aware of the attack.  Arstotzka is still operating on a flare-based communication system, which has flaws of its own.  Moskurgs short-range teletalk wands aren't much better, and in some cases worse - at least once, Arstotzkan Anti-Mages manage to land behind their lines in a brave Valkyrie mission and disrupt a supply center, hampering the war effort.  With the wands being so short ranged, Moskurg doesn't get the alarm out and the center is razed.  The Phoenix, despite its successful overhaul, can't quite compete with the same versitility, but at least the troops it carries don't call it the "Flying Coffin".  The name Valkyrie is quite fitting for Arstotzka's troop transporter, it seems.  More often than not, the men inside are carried off to Valhalla rather than war. 

The Protector, as always, is garbage.

It's close - very close.  Arstotzka makes up quite a bit of the gap between themselves and Moskurg, but Moskurg still has the longer stick when it comes to artillery, barely.  Moskurg may not have the better troops, but they can land behind Arstotzka - a feat no longer unique to naval forces, as Arstotzka can do the same with very limited success.  The weather makes up for where Moskurg is lacking in air power, preventing Arstotzka from making coordinated air sorties and knocking a few of them out of the skies.  The fact that troops on the ground have limited use in the wide-open coverless terrain means that Moskurg ultimately wins, barely.  It's too close for comfort, but they manage to beat the northern invaders back to the mountains.

Moskurg regains the Desert.


Arstotzka barely manages to hold the plains to the east.

Their new aerodynamic shells means Arstotzka can match Moskurg's artillery out to their accurate range, even if they can't match their inaccurate range.  In the plains, troops can at least dig in for cover.  Moskurg shells fall day-and-night, but their accuracy at BLOS+1 means successful strikes are uncommon.  Arstotzka must push forward a range to get into firing range with their own artillery, and in this case it becomes a heavy-weight slug-fest between artillery batteries.  A near-strike is enough to knock out an opponent, regardless of which side fired.  Arstotzka has slightly more artillery, so they can out-perform Moskurg through sheer volume of fire, but Moskurgs Skyhawks still rule up above in the artillery game.  Essentially flying battleships, they are still the single-most long-range cannon on the battlefield, and though they're Very Expensive they help even the score.  Ultimately the artillery is tied between the two, but Moskurg still sets the distance between trenchlines.

Much as in the desert, the two airforces are more-or-less even, with Moskurg edging out slightly ahead with their Wands hitting out an extra degree of range.  Arstotzka is still faster, Moskurg still has better maneuverability and acceleration, and Arstotzka still has the longer-range offensive armament.  The two airforces have come to a begrudging respect for one another, although both will point out their own advantages when the topic of who would win in a dogfight comes up.

The Protector is still pretty awful.

Moskurg has the landing advantage with their control of the coast.  Arstotzka's Valkyries give them a similar advantage, but it is noticeably less pronounced due to the unreliability of the craft.  Arstotzka makes up for it with their blatantly superior infantry, and their snipers help knock out key personnel and harass Moskurg troops whenever they poke their heads out of the trenches.

With the loss of their overwhelming artillery advantage, the loss of their air advantage, and the loss of their unique landing advantage, Moskurg must cede a portion of the ground to Arstotzka and pull back.  It's not an overwhelming loss, as their landing advantage is still superior, their control of the weather and the air still exists, but with Arstotzka managing to match more of their artillery and get troops across the ground with less harm than normal, they ultimately lose ground this year.

Arstotzka gains a section of the Plains.


The Taiga fills with smoke as the fighting creeps ever closer northward.

Moskurg makes good use of their Phoenix as a transporter to get troops and ammo up in the inhospitable north.  The tanks of food, ammo, and alnnar is well-recieved by hungry and cold infantry men.  The standard Phoenix is still infrequently used to burn out patches of trees; or at least the ones Moskurgs tornadoes don't tear up.  As always, the amount of debris available makes the pillars of wind extra lethal against infantry regardless of how armored they are.  Lighting bolts from above and bombing runs are less effective with the dense pine-tree air cover, but they still play a role.  This lack of effectiveness hurts Moskurg more than it does Arstotzka - not that it's necessarily a good thing for Arstotzka either, but this is their home and they know it quite well.  Anti-Mages continue their brutal sniping campaign from the trees, but there's only so many of them and Moskurg infantry has always outnumbered Arstotzka's.  Artillery barrages bracket known areas of Arstotzkan snipers with mixed success, but what's most devastating is Arstotzkan troops erupting from the tree lines to ambush their desert counterparts.  Screaming, clad in blue crystal armor and swinging crystal axes, the vikings are brutal when they meet in melee.

The Protector does nothing useful here.

The Valkyrie's usefulness is further limited as the dense tree cover makes it impossible to find a good landing zone, but all this does is level the playing field between the two sides.  Moskurg doesn't control the sea, and their Phoenix isn't a combat transporter.  Nevertheless, the air battle rages on to see who can provide their own brand of limited aerial usefulness. Moskurg edges out most of the time, but fewer Skyskiffs come home each day - the device is starting to show its age.  Still, for random bombing runs and artillery strikes, Moskurg has the advantage.

With Arstotzka winning out in the melee's and Moskurg winning out when it comes to support units, the battle is actually pretty even.  One side must ultimately win, however, and the fact that al-Mutriqa is still standing (at times with the use of a cane) makes the difference. Moskurg manages just barely to grind out another section of controlled Taiga.  None of the Moskurg soldiers are particularly thrilled with their progress.  The battles were bloody and indecisive, they are quite a ways away from home, and the blasted cold makes everything miserable. The fact that they can see Arstotzka's wooden walls from the frontlines is the only thing that gives them hope; next year will be fought in Arstotzka's capitol, and if they win it will be the end of this age-old war that has dragged on for decades.  The Arstotzkan defenders will not likely just hand the capitol over, however; the designs this year could determine whether the war ends with a victorious Moskurg, or whether Arstotzka will manage to drive the southern invaders back out of the north.

Moskurg gains another section of Taiga.  NEXT YEAR WILL BE FOUGHT IN THE ARSTOTZKAN CAPITOL.


As it has been for the past few years, the ocean battles are being mostly determined by air power.

Arstotzka had the advantage last year with their new powered turrets, but this year Moskurgs explosive lightning and longer Wand range they can scrape out a very small advantage.  Moskurg manages to to sink a few more ships and shoot down a few more airships, which technically makes them the winner in this theatre this year.

Moskurg regains a section of shoreline in the Northern Seas

evictedSaint

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Re: Wands Race - [Moskurg]
« Reply #3149 on: September 05, 2017, 04:33:09 am »

Espionage Credit!!!

After the brutal in-fighting that disrupted the Arstotzkan design team a few years ago, the team has taken pains to generate an atmosphere of love, well-being, and acceptance for their members.  Their traitor, after going a few years without Moskurg taking up their offer for espionage, disappears from the capitol in the south.  Apparently their issue has been resolved; as such, Moskurg loses their Espionage Credit.


Research Credit!!!

The battle reports have been compiled.
Spoiler: Moskurg: NUKE9.13 (click to show/hide)

After comparing the two extraordinary reports, the Moskurg report is ultimately superior.  Anyone familiar with the rivalry between al-Mutriqa and Myark would know that al-Mutriqa would never strike down his fallen rival; never once in all his years of fighting has the crazed fanatic struck down the crazed berserk, no matter how many chances he'd been given.  That detail in the Arstotzkan reports instantly brings skepticism to even the most casual listener, defeating the purpose of building moral.  Moskurg gains the Research Credit.


It is 949, the Design Phase.

Spoiler: State of Forenia, 949 (click to show/hide)

Spoiler: Moskurger Spells (click to show/hide)



Behavior Rules.  Please Read.
Spoiler (click to show/hide)
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