Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 8 9 [10] 11 12 ... 217

Author Topic: Wands Race - [Moskurg] {COMPLETED}  (Read 203527 times)

Taricus

  • Bay Watcher
    • View Profile
Re: Wands Race - 913 Revision Phase [Moskurg]
« Reply #135 on: March 23, 2017, 02:25:07 am »

So we lynch Iituem if Arstotzka wins? Gotcha. I'll get the torches and I trust someone else can get the pitchforks? :P
Logged
Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

Iituem

  • Bay Watcher
    • View Profile
Re: Wands Race - 913 Revision Phase [Moskurg]
« Reply #136 on: March 23, 2017, 07:06:43 am »

Gust of Wind: [2]  You work on strengthening the power of the Gust of Wind, as well as removing the sound of flatulence.  The latter is simple, the former less so.  You have failed to achieve your goal of deflecting fireballs, but do hit your earlier goal of blowing away swarms.  This should negate the worst effects of the Arstotzkan swarms.

Order: Recurve Retraining  [Disadvantage: 2] You begin retraining in use of the recurve bow, but with only volunteer trainers progress is slow.  There will be a new chance next year to correct the problems as training continues (automatic, without disadvantage) but for now limbs continue to be broken.

al-Mutriqa is reassigned to the Mountains.

Combat Phase is incoming.
Logged
Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

NUKE9.13

  • Bay Watcher
    • View Profile
Re: Wands Race - 913 Revision Phase [Moskurg]
« Reply #137 on: March 23, 2017, 08:39:44 am »

Hmm. Well, that could've gone better. Still, we have at least nullified the effects of 2/3 of their starting spells. Our men will just have to suck fireball for another year.
And I guess giving the retraining order was a good idea after all. I was worried that even a 2 would give us negative effects, but it looks like it just has no effect instead. I'm too paranoid.
Here's hoping our vastly superior bows (lack of training aside) can win the day in the mountains. And everywhere else, for that matter. 
Logged
Long Live United Forenia!

Kashyyk

  • Bay Watcher
  • One letter short of a wookie
    • View Profile
Re: Wands Race - 913 Revision Phase [Moskurg]
« Reply #138 on: March 23, 2017, 08:43:23 am »

Iituem, is our gust of wind strong enough to give a movement bonus to our sail ships?
Logged

Taricus

  • Bay Watcher
    • View Profile
Re: Wands Race - 913 Revision Phase [Moskurg]
« Reply #139 on: March 23, 2017, 08:47:55 am »

They are good bows and we do have access to horse archers thanks to that. Add in lucky strike to compensate for a lack of skill and they're gonna be pincushions.

EDIT: Any thoughts on making concussive arrows? Basically replacing the arrowhead with one designed to make a earsplittingly loud noise on impact. A volley of those would practically decimate them.
« Last Edit: March 23, 2017, 08:58:54 am by Taricus »
Logged
Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

Iituem

  • Bay Watcher
    • View Profile
Re: Wands Race - 913 Revision Phase [Moskurg]
« Reply #140 on: March 23, 2017, 09:05:59 am »

Forenia, 913

Fighting at the edge of the mountains has ground to a halt.  The Arstotzkans have been able to retain ownership of the southern mountain castles, but neither side has achieved any sort of conclusive or even marginal victory due to a series of terrible storms that plagued the mountains for most of this year.  Nevertheless, Moskurg has provided a much better showing, emerging in the foothills with powerful new bows to counter the traditional Arstotzkan advantage of their longbowmen.  Powerful winds blow away concealment, sans farting noise, and have grown strong enough to scatter summoned swarms of ice and fire wasps, a traditional backbone of Arstotzkan magical supremacy.

Arstotzka now controls the mountains.

Despite the efforts of al-Mutriqa and our new recurve archers, we were unable to take back any of our ancient lands.  Our spells were able to remove the worst of their advantages, depriving them of those hated stinging wasps, and our bows finally matched them for range, but the constant heavy snows and storms thwarted us at every turn.  Unfortunately, we were unlucky.  Now that Arstotzka holds the mountains metal equipment will be cheaper for them to make and they will have additional manpower with which to resupply.


Fighting in the jungles retains a similar stalemate.  Skirmishes have gone back and forth between the two powers, sometimes favouring one side, sometimes favouring the other.  Foot archers strike at one another from ambushes, with Moskurgers favouring the natural terrain whilst Arstotzkans try to create their own cover with spells.  Clouds of fog are summoned and then dismissed by winds (thankfully no longer sounding like flatulence), but combat has come for the wizards in particular, as Moskurger apprentices are shot by Arstotzkan snipers and Arstotzkan thanes now travel surrounded by elite bodyguards.  Worst of all, Myark has arrived and begun laying waste to sections of the jungle during major battles, blasting away with his great balls of fire amidst the swarm of lesser fireballs cast by his mages.  No land is gained, but no prisoners are taken or routers slain.

It looks like two of our largest advantages here in the jungle are being taken out in one stroke.  The Arstotzkans have fielded elite guards around their thanes of their best bowmen and swordscarls, as well as supporting apprentices to launch fireballs.  As such, they are able to eliminate our mystics before they can carry thoughts back to our people and plan attacks.  They have also been able to take out some of our better wizards in the process, especially those casting the lucky strike spell, so the enchantment on our archers has been especially unreliable during this year.


The plains remain troubled, with few gains.  Moskurg remains militarily dominant, especially since the departure of Myark from the theatre, but powerful storms blowing down from the mountains cause a great deal of problems throughout the year.  It is as if the gods themselves are favouring the proud Arstotzkan forces.  The Moskurgers reveal their latest weapon, the recurve bow, a shortbow that fires with the strength of a longbow, though not quite as much range.  More importantly, its shorter profile means that it can be wielded effectively on horseback, and mounted archers give Moskurg yet another advantage in skirmishes across the plains.  Despite their luck, Moskurg is still able to conquer a few villages.   Further success might grant them significant gains.

God is apparently favouring the enemy today, but His ways are mysterious.  Our horse archers are proving a major advantage in skirmishes across the plains, and we have a clear military advantage across the board here.  We are simply unlucky.


With gusts of wind blowing away fire wasps before they can reach their target sails, the seas have returned to parity.  In the eastern sea, Arstotzkan forces have begun taking back portions of the coast.


No armies were lost this year, on either side.  We have reinforced ships in the eastern sea in the hopes of winning the battles there and providing support on the coast.


The Princess:  Both sides have courted Princess Sophia at length, with the Arstotzkans offering the real and conrete promises of the great southern castle of the mountains, where she might overlook Moskurg and fire down on it at length [+1], as well as the offer of their pricess artefact wand of fireballs as a dowry [+2].

Moskurg, meanwhile, has sought to tempt the princess over by appealing to her more romantic side, writing her poems in her name and publishing pro-Moskurger propaganda [+1] and commissioning a portrait of her royal highness to hand upon the Moskurger palace's walls [+2] and several valuable gifts [Reaction: 1d3-2 = +1].  Although she is not particularly swayed by the gifts of gold and jewels, having them aplenty herself, she is a keen rider and is flattered by the gift of Moskurg's finest riding horse, but what really excites her is the tamed, trained tiger captured from the jungle, which she names Rajah and will keep at her side as a bodyguard and pet.

[Arstotzka: 1d3+3=5] [Moskurg: 1d3+4=5] As a practical woman, Princesss Sophia knows that Arstotzka is the sensible choice, but her young heart is tempted by the romance of Moskurg.  [Coin Toss: Heads = Arstotzka, Tails = Moskurg.]

[Coin: Tails!]  In a victory for romance over pragmatism, Princess Sophie accepts the hand in marriage of the King of Moskurg.  Both her beauty, wit and wealth have joined the side of Moskurg.

Moskurg has gained an Expense Credit.  This can be spent to reduce the expense of any one design, present or future by one rank.

Spoiler: Poetry (click to show/hide)


Decision Time
After centuries of warfare, the rise of magic has called into question what to do with prisoners in this new age.  After a particularly bad battle, victors are often able to capture routing enemy soldiers and traditionally it has been up to local commanders whether to release, ransom or execute prisoners.  Yet more and more these days authority is evolving to the King to make such decisions.  Your Kings have asked your advice on how to proceed.

Each side may vote on what Prisoner Policy they adopt.  From hence forth, this will affect all future battles and in a fluff sense how I describe routs.

Chivalry:  You can arrange to have prisoners released after capture, once they have been divorced of weapons and armour.  Many prisoners may be too injured to survive, but this will spare a great many as well.  Your people will be heartened by their reputation as honourable combatants.  [This will reduce enemy casualties by 1 army per turn, but grant your troops a permanent morale bonus.]

Pragmatism:  Everybody loses men in war.  Instead of letting these fools go freely, you can ransom them for wealth, or your own captured men back.  If they can't pay the ransom, then you execute them to prove that you are men of your word.  [This will reduce your casualties by 1 army per turn, as you trade men for men.]

Terror:  Let the skulls of your enemies be mounted upon your standards.  Any enemy captured will be butchered, there and then, to send a message to your foe that their gods/God will not save them.  Whilst you cannot expect much mercy from your enemy as a result, they will most certainly fear you.  [Casualties will happen as normal for both sides, but your enemies will suffer a permanent morale penalty.]


It is now 914, the Design Phase.

Spoiler: State of Forenia, 914 (click to show/hide)
Spoiler: Moskurger Equipment (click to show/hide)
Spoiler: Moskurger Spells (click to show/hide)
« Last Edit: March 23, 2017, 09:40:04 am by Iituem »
Logged
Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

evictedSaint

  • Bay Watcher
  • if (ANNOYED_W_FANS==true) { KILL_CHAR(rand()); }
    • View Profile
Re: Wands Race - 914 Design Phase [Moskurg]
« Reply #141 on: March 23, 2017, 09:32:55 am »

Combat results
Well...at least we stopped the bleeding. I'm disappointed we couldn't prevent total control of the mountains, or gain the last area of the jungle, or at least gain a section of plains.  But maintaining the status quo isn't so bad, I guess.

The princess
We got *super* lucky here.  Holy shit, if they had the mountains and the expense credit, that could easily have been gg.  I'm just glad I had the sense to continue the proud Moskurg tradition of solving our problems with tigers.

Expense Credit
If we spend it on the teletalk wands, we can start using them 1 per squad.  We could start teletalk relays, coordinate army movements; it'd be a huge boon.

Prisoner Policy
Even in times of desperation, we musn't forget what makes us human.  Chivalry is the way to go - if our enemy is afraid to surrender, then the war will never end.

Design Phase
We should probably try either a strong, concrete defensive spell or a solid main-line offensive spell.

Magical Tornado: Going off the school of magic provided by our Gust of Wind, this terrifying cyclone of magic will rip through enemy troop lines and send their ships to the bottom of the sea. Possible cons: difficult to control, may not do enough damage, no advantage in the mountains.

Magical Barrier: A bubble of magical energy, strong enough to stop arrows and minor fireballs.  A well-needed shield that our poorly-armored troops need.  Possible cons:  will absolutely end up being Very Expensive, if not a National Effort.  Shield may not be strong enough, or may interfere with our own troops attacks.

« Last Edit: March 23, 2017, 09:43:36 am by evictedSaint »
Logged

NUKE9.13

  • Bay Watcher
    • View Profile
Re: Wands Race - 914 Design Phase [Moskurg]
« Reply #142 on: March 23, 2017, 09:45:35 am »

Weather! Accursed weather!

Decision time: I say Chivalry. Bolstering our own forces is more important than slaying theirs- as I've said before, we benefit more from effects that boost a large force, rather than one that only affects small groups. And an army-wide morale boost would do just that.
I also say this because I imagine they will pick Terror, for the same reason- to weaken our entire army. Picking Chivalry means it balances out.

Pragmatism is the worst choice, as our armies are (currently) superior, and therefore unlikely to suffer as many casualties.



So. Thanks to some bad luck, we were unable to reacquire the mountains. How big of a problem is this? Should we pour effort into them in an attempt to retake, or should we rely on the arid desert to keep them away from our capital, and focus on the other theatres?
...well, that depends, doesn't it. One way we could try to get an advantage in the mountains is

Weather Control: Using our knowledge of wind magic, we direct (or summon) storms to hinder our enemy, whilst keeping our own troops bone dry. This should prove especially effective in the storm-prone mountains, as well as at sea. Probably would be Very Expensive. (We could use the expense credit to lower the cost, if it ends up as a National Effort)

If we'd rather focus on other theatres, then we clearly need something to protect our mages from their snipers. Increasing the range on Detect Thoughts would help a little there, as would something like

Shield of Wind: Concentrating the power of Gust of Wind into a smaller area, the wizard creates a swirling vortex around themselves and their squad. Arrows are deflected harmlessly, and even melee attackers find themselves thrown off balance by the howling winds. Would be aiming for standard cost, so that mages can always use it to defend themselves.

Which could potentially also help against fireballs.

I'm going to go with designing Shield of Wind this turn, and then (if all goes well) revising Detect Thoughts to have a longer range.


We should save our expense credit until the revision phase, lest we want to reduce the cost of whatever we design. But I like the idea of reducing the cost of Teletalk so we can set up relays.
Logged
Long Live United Forenia!

Taricus

  • Bay Watcher
    • View Profile
Re: Wands Race - 914 Design Phase [Moskurg]
« Reply #143 on: March 23, 2017, 09:47:33 am »

Of course, if we devote the expense credit to the wand of heroism we've got a lot more of our elites able to run around causing havoc.

We need to push into the mountains, and that means coming up with a countermeasure to their new spell (Those storms aren't natural). Shield of wind is a good start, especially if we can use to to deflect fireballs off-target.

+1 to Designing Shield of Wind

And you guys have convinced me to support Chivalry
Logged
Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

Iituem

  • Bay Watcher
    • View Profile
Re: Wands Race - 914 Design Phase [Moskurg]
« Reply #144 on: March 23, 2017, 09:54:42 am »

Of course, if we devote the expense credit to the wand of heroism we've got a lot more of our elites able to run around causing havoc.

You will need to reverse engineer the spell Heroism before you can replicate or modify it (or devise a way to replicate the wand).  The current wand is a single item relic that casts the spell.
Logged
Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Taricus

  • Bay Watcher
    • View Profile
Re: Wands Race - 914 Design Phase [Moskurg]
« Reply #145 on: March 23, 2017, 09:57:22 am »

Ahhh, that'll be a design action then wouldn't it?

EDIT: With that in mind using the expense credit for detect thoughts would be a better option.
Logged
Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

Shadowclaw777

  • Bay Watcher
  • Resident Wisenheimer
    • View Profile
Re: Wands Race - 914 Design Phase [Moskurg]
« Reply #146 on: March 23, 2017, 10:07:37 am »

+1 to the Shield of Wind and +1 to Chivalry larger yet small army buffs are more effective for us.

How about we refer this spell as Evoke Gale Shield as it will make the spell more clearly defined in what type of magic school it is in. Also I'd imagine an offensive spell is not what we need right now as most of soldiers are wearing weak Padded armor that makes them truly vulnerable and any assortment of attack spells will just leave the main armies in the open.
Logged

NUKE9.13

  • Bay Watcher
    • View Profile
Re: Wands Race - 914 Design Phase [Moskurg]
« Reply #147 on: March 23, 2017, 10:08:29 am »

Ahhh, that'll be a design action then wouldn't it?

EDIT: With that in mind using the expense credit for detect thoughts would be a better option.
First, I think we should wait on deciding what to spend the credit on until the revision phase. Second, why Detect Thoughts? The problem is not a lack of wizards casting it, but rather the Arstotzkans targeting them with snipers, and surrounding their commanders with bodyguards.
If we lower the cost of Teletalk, we could have a Teletalker in every squad, allowing us to set up relays.
Or we could lower the cost of something else, depending on the results of our design. I was even thinking about lowering the cost of our armour, letting us equip the common soldier with scalemail! (I have no idea how that would be feasible in-universe, but mechanically we could do it)

(Those storms aren't natural)
The way Iituem talks about it being 'bad luck', and how it also affects their side, plus the fact that they have no wind or weather spells to base such a spell on- suggests to me that they are, in fact, natural.

EDIT: Also, Iituem, are we still deploying troops to the mountains, or have we pulled back completely until the king launches a new offensive?

EDIT2: Wait, what am I talking about, they have a spell to create mist. That's weather-adjacent. They could've conceivably developed a storm-summoning spell... though that still wouldn't explain why they were as hampered as we were.
« Last Edit: March 23, 2017, 11:34:49 am by NUKE9.13 »
Logged
Long Live United Forenia!

Iituem

  • Bay Watcher
    • View Profile
Re: Wands Race - 914 Design Phase [Moskurg]
« Reply #148 on: March 23, 2017, 11:22:17 am »

You hold no bases in the mountains, but until the Arstotzkans make a successful advance into the desert you will still be trying to push troops back into the mountains.  If such an advance happens, then the King will pull back troops into the desert to push out the invaders.
Logged
Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

evictedSaint

  • Bay Watcher
  • if (ANNOYED_W_FANS==true) { KILL_CHAR(rand()); }
    • View Profile
Re: Wands Race - 914 Design Phase [Moskurg]
« Reply #149 on: March 23, 2017, 11:35:08 am »

Here's a thought:  if we Expense Credit the Gust of Wind spell, it goes from Expensive to Normal.

That means it's basically a powerful cantrip.  It can already scatter bugs and mist...hmmm...

@Lituem:  could we spend our design phase doing a revision?  If we revise the teletalk to be relay-capable and revise the gust of wind to be even more powerful and expense credit it to be Cheap, then our mind-reading mages can defend themselves from arrow strikes.

I'm disinclined to make a "gale shield" spell, since we're already trying to do that with Gust of Wind.

@Nuke: I think we just rolled poorly. We had the advantage, but Moskurg's national pass-time is rolling 1's.
« Last Edit: March 23, 2017, 11:42:01 am by evictedSaint »
Logged
Pages: 1 ... 8 9 [10] 11 12 ... 217