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Author Topic: Wands Race - [Moskurg] {COMPLETED}  (Read 203890 times)

evictedSaint

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Re: Wands Race - [Moskurg]
« Reply #930 on: April 27, 2017, 10:07:11 am »

By default, you would have your ballista in the theatre but they will be held in reserve.

evictedSaint

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Re: Wands Race - [Moskurg]
« Reply #931 on: April 27, 2017, 11:58:47 am »

Combat for 926


While neither side developed any new defensive tools to help against skirmishes, this year saw Arstotzka develop a frightening new weapon.  Arstotzkan soldiers shed their noisy armor to creep close in the night, targeting our mages.  They fire only a single salvo before retreating, but when our mages scramble to raise Cyclone Shields to defend themselves the spent arrows suddenly - and violently - explode.  Being unarmored in the middle of the night means the resulting shrapnel leaves lacerations in everyone nearby.  Several mages are blinded, and in the confusion the Arstotzkan raiders slip away.  The shards are super-heated and cause minor fires where they land, all of which our men scramble to put out.  This happens once more before our mages learn not to cast whenever these raiders attack, as the arrow explosives trigger on contact with magic.  Curiously enough, the Staff doesn't cause the arrows to explode.

Both sides do massive damage during nightly raids, with Arstotzka coming out slightly ahead.

The melees have likewise increased in lethality.  Our Theatre Commander quickly realizes that our new ballista's massive range can be used with Lucky Strike to accurately snipe enemy commanders and mages from far away.  We manage to stake a considerable number of Arstotzkan commanders and mages to the ground before our ballistas either break or must be retired for repairs.  It's delicious retribution to see a two meter shaft of wood punch through solid plate.

At medium range, however, the battle turns against us.  Our arrows are still utterly useless against Arstotzkan plate and gambeson, and they've also deployed a newer fireball spell that hits with devestating effect.  It's as if every enemy mage were equipped with their original fireball spell, and each blast wipes out squads at a time.  They have fewer mages here due to our earlier ballista sniping, but they're still working to devestating effect.  Our mages can't even cast Gust of Wind or Lucky Strike as their snipers are continuing to use their explosive arrows against us.  They blast small holes in our pavise shields, and our mages are forced to stop casting and hunker down lest their cover be blown to shreds.

Things grow more even in pitched melee, at least - our new halberds are effective at punching through Arstotzkan plate armor.  A single soldier is almost evenly matched with an Arstotzkan soldier, and our larger numbers would turn the tide in our favor, but the Arstotzkans make effective use of their flame walls to channel our troops into killing zones.  This, combined with how we can only use the Hammer half the year, means we come out worse for wear.  Considering how we were on the back foot last turn, we are ultimately forced to retreat and cede our last section of jungle to the enemy.


Our Theatre Commander is frustrated.  The ballista was a good idea, and the halberds were much needed, but Arstotzka has time and time again forced our mages to be a non-factor.  If we can fix the ballista and produce more of them then we could kill their mages before they even got on the field and show them just how frustrating it is to be without magic.  If we could equip our main army with pavise shields or better armor, we could march up the mountains next year and take back our ancient castles.  Their explosive arrows are also a concern - we need to do something about them before they become a bigger problem.  Perhaps the Staff could be modified to allow our own magic, letting us to cast in the field without fear of exploding arrows?

Arstotzka gains the jungle. If they hold it next year, they may exploit it for resources.



Our ballista prove to be effective on the sea.  We mount three aboard our finest ships, and use them to great effect until they eventually break.  It can be difficult to get a shot off when the boat is rocking, but by using Lucky Strike in tandem with the ballista our strikes land true more often than not.  The ballistas range and our ships speed is our saving grace; their new fireballs dominate close range, but if we stay at a distance we can chip them to death.

We manage to sink a couple of their ships before the last ballista snaps violently, killing one of the engineers and two nearby sailors.  With our advantage gone, we are forced to pull back.  It wasn't enough to take a section of coast, but another year like this and we can push them back.

The Theatre Commander is relieved to finally have a tool he can use offensively.  If you can fix the issues with the ballista, then we will secure the seas easily next year.

Neither side makes coastal gains in the Western Sea.


Expense Credit:  As it turns out, Ma Tuan-lin has a knack for magic.  We demonstrate the Gust of Wind wand to him, and after some practice he is giggling like a child as he sends leaves swirling through the air.  He eagerly buys as many as he can, giving us enough to earn one Expense Credit.  We also try to sell him our teletalk wands, but he reluctantly declines.  The other treasures aboard his ship are from earlier trades in the southern seas and are already spoken for, apparently.  He and his crew pack up and sail away, waving happily to our men as they disappear over the horizon.  Moskurg has gained an Expense Credit.


It is 927, the Design Phase.

Spoiler: State of Forenia, 927 (click to show/hide)

Spoiler: Moskurger Spells (click to show/hide)
« Last Edit: April 27, 2017, 12:21:54 pm by evictedSaint »
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Mardent23

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Re: Wands Race - [Moskurg]
« Reply #932 on: April 27, 2017, 12:12:07 pm »

Spend the credit on the elite Lamellar.
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Devastator

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Re: Wands Race - [Moskurg]
« Reply #933 on: April 27, 2017, 12:18:43 pm »

Lets see how this turn's design goes first before using it.
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Devastator

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Re: Wands Race - [Moskurg]
« Reply #934 on: April 27, 2017, 12:38:15 pm »

Cheaper Pavise Shields would probably be better than the armor, it would simply allow someone to put down a spare when the first one is hit by a bolt of their magic things, while letting us attack the mountains and providing some cover from fireballs. (although, being not cheap, not enough for everyone.)
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Devastator

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Re: Wands Race - [Moskurg]
« Reply #935 on: April 27, 2017, 12:46:40 pm »

Design Wand of Fire Resistance, to apply a buff spell to a squad of soldiers to make them immune (or resistant to) high temperatures.  Might also be nice at sea too.

Revise our Antimagic Rods to project their antimagic as a cone or cylinder, to increase range without changing the volume affected.  A sphere is half wasted underground, after all.

Expense chit the Pavise Shields so we can have enough of them for spares to cover holes created by the explosive arrows.

Quote
Vote Count:
Designs:
Wand of Fire Resistance: (1) Devastator

Revisions:
Antimagic Cone: (1) Devastator

Expense Chit:
Elite Lamellar: (1) Mardent 23
Pavise Shields: (1) Devastator
« Last Edit: April 27, 2017, 12:50:06 pm by Devastator »
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evictedSaint

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Re: Wands Race - [Moskurg]
« Reply #936 on: April 27, 2017, 12:54:29 pm »

Devastator, please dont repeatedly post multiple times in a row.  Edit your previous comment instead to include your new information.

NUKE9.13

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Re: Wands Race - [Moskurg]
« Reply #937 on: April 27, 2017, 12:56:41 pm »

God dammit. How is the staff so bloody useless?

Okay. Okay. What is the problem we are trying to solve at the moment? Their medium-range advantage. Exploding arrows and better fireballs.

I hate to say this, but both the exploding arrows and their fireballs could be dealt with by better counterspells. We've spent half a dozen actions on it, we should be experts in the field of anti-magic. Surely selectivity is within our grasp. That way we can cast both Tubikh Rrahim and Cyclone Shield, deflecting their arrows, allowing our mages to get close to theirs and disable their fireballs.
...yes, I am literally suggesting we spend a fourth design action on Tubikh Rrahim. Or is it the fifth? I just can't think of a better way to counter their medium-range weapons.
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Devastator

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Re: Wands Race - [Moskurg]
« Reply #938 on: April 27, 2017, 01:03:14 pm »

The staff is useless because we can't hit our opponents with the spell on it.

Having gale shield up at the same time will make their explosive arrows explode, which won't save the mage, hence not allowing us to get closer.  Having it directed and longer-ranged that way will work, and not require them to leave the protection of pavise shields.  Cheaper Pavises should let us not worry so much about destroyed cover, as blowing up the arrow will simply hit the next shield, and having more of them makes it easy enough to stop worry about cover being worn down.

Besides, who knows, maybe some antimagic cones will knock out the explosive arrows in the quiver.
« Last Edit: April 27, 2017, 01:18:59 pm by Devastator »
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Detoxicated

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Re: Wands Race - [Moskurg]
« Reply #939 on: April 27, 2017, 01:12:48 pm »

Design a force field barrier spell that holds off explosions and fire. This way we could easily deflect the style.

Another thing I have in mind is actually a smaller ballista to be filled with many bodkins. You fill it up with 100-300 arrows and then pull the trigger to unleash rains of arrows.
If we go that route I would revise the arrows just as well, so they become deadly once again. If all of this goes well we could spend the extra credit on the shields to cause the
effects devastator has managed.

Design Bodkin Ballista, Revise Bodkin arrows to actually hit through leather coats as well. Extra credit for the shields to become cheap. This will be me my route for now
though I am sure one of you might come up with a better Idea.
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Madman198237

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Re: Wands Race - [Moskurg]
« Reply #940 on: April 27, 2017, 01:21:26 pm »

Interesting looking game. You should probably do as NUKE recommended---the best bet for countering magic is to deprive them of magic. Perhaps some research time could be spent on figuring out a way to backfire spells intentionally? When the fireball grows to twice its intended size, turns a very pretty hot pink, and flies sideways your enemy is going to stop, say "WHAT THE CRAP!?!?!?!!?" and then probably run away....because they've incinerated lots of their own guys.

Even if it goes poorly (The research, I mean), merely increasing the difficulty an enemy mage has in casting spells is bound to result in hilarious !!FUN!! advantages. If they're screwing up, they aren't kill you.
Perhaps research this method of damaging an enemy's control over magic. Not trying to completely impede it, that'd be hard. Just make it substantially more difficult.

Actually, new idea. I'm leaving the above as something for you all to consider, but here's what I would vote for:
Research means to apply magic at longer ranges. That's your biggest fault---you can't project your magic at all.

So don't continue to research the specifics---get the broad topic down. Research the means and methods, and devices, that could lengthen your range. Keep the enemy so far out of reach he'll die to the ballista and massed archer attacks. Get the rear echelons confused as crap. Get them to turn on their allies, make bad command decisions, incinerate themselves. All from the convenience of your own back lines!
But, I reiterate, no need to focus on specifics. Teletalk, etc., all work at RANGE. Extend that range. Just enough to reach out and touch somebody with a really nasty shock of anti-reality. Lunatics don't make good mages, after all!

As for the ballistae....for the love of goodness why the crap can a flipping ballista fire stones? CATAPULTS, TREBUCHETS, THESE fire stones. Ballistae fire bolts. Exclusively. I would recommend finding a way to enchant them.
How about this: If you're going to improve the ballistae, make a pottery-shard head (Explodes in shrapnel on impact) that carries an enchantment similar to the one on the staff, that denies magic? Get the enchantment to be moderately powerful, and you can effectively scatter it far and wide. Aim for their mages---you don't have to hit them all, just hit NEAR them. After all, a mage pinned to the ground by a 6-foot isn't casting magic. But he's also not casting magic if he and his buddies are in a 70-foot (Say 30-foot dispersion radius, giving you a 60-foot diameter circle of shards around impact, and a 10-foot radius to each shard's denial area).
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Mardent23

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Re: Wands Race - [Moskurg]
« Reply #941 on: April 27, 2017, 01:23:16 pm »

Quote
Vote Count:
Designs:
Wand of Fire Resistance: (1) Devastator
Winds of the Wastes: (1) Mardent23
Revisions:
Antimagic Cone: (1) Devastator

Expense Chit:
Elite Lamellar: (1) Mardent 23
Pavise Shields: (1) Devastator
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Devastator

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Re: Wands Race - [Moskurg]
« Reply #942 on: April 27, 2017, 01:26:43 pm »

Interesting looking game. You should probably do as NUKE recommended---the best bet for countering magic is to deprive them of magic. Perhaps some research time could be spent on figuring out a way to backfire spells intentionally? When the fireball grows to twice its intended size, turns a very pretty hot pink, and flies sideways your enemy is going to stop, say "WHAT THE CRAP!?!?!?!!?" and then probably run away....because they've incinerated lots of their own guys.

Some good suggestions, but I want to deprive them of magic by revising our antimagic staffs to hit the enemy.  That's it.

Nuke wants selectivity, which I'm not convinced will let that happen, as it's reliant on Gale Shield protecting our mages, when they've invented a spell that might well be specifically designed to fuck with Gale Shield.

Not only that, a cone should also allow for selectivity, as the cone doesn't have to hit our own mages.

Welcome to the team.
« Last Edit: April 27, 2017, 01:28:31 pm by Devastator »
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NUKE9.13

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Re: Wands Race - [Moskurg]
« Reply #943 on: April 27, 2017, 01:30:27 pm »

Having gale shield up at the same time will make their explosive arrows explode, which won't save the mage, hence not allowing us to get closer.  Having it directed and longer-ranged that way will work, and not require them to leave the protection of pavise shields.  Cheaper Pavises should let us not worry so much about destroyed cover, as blowing up the arrow will simply hit the next shield, and having more of them makes it easy enough to stop worry about cover being worn down.
I draw your attention to the following sentence:
Perhaps the Staff could be modified to allow our own magic, letting us to cast in the field without fear of exploding arrows?
Their exploding arrows are dispelled by Tubikh Rrahim.
Nevertheless, you may be right. Combining a conical AoE with cheaper pavise shields could work.
The only question is, which would be easier: changing the AoE, or selectivity? I'd guess probably changing the AoE.
I still think we should use a design for it, though. Although I can't think of any other features we might like to add.

Hmm.

evictedSaint, is the design power of a revision equal to that of a design, just focused on a single change? Or to put it more bluntly, would we have a better chance of getting the (single) feature we want if we use a design?


As for the ballistae....for the love of goodness why the crap can a flipping ballista fire stones? CATAPULTS, TREBUCHETS, THESE fire stones. Ballistae fire bolts. Exclusively. I would recommend finding a way to enchant them.
Not true. Ballista were also used to launch stones. The idea that they only launch bolts is because we think of them as giant bows, which they really aren't.


Interesting looking game. You should probably do as NUKE recommended---the best bet for countering magic is to deprive them of magic. Perhaps some research time could be spent on figuring out a way to backfire spells intentionally? When the fireball grows to twice its intended size, turns a very pretty hot pink, and flies sideways your enemy is going to stop, say "WHAT THE CRAP!?!?!?!!?" and then probably run away....because they've incinerated lots of their own guys.
That'd be nice. Hey, actually, that's another feature we could try to add if we use a design: that it doesn't dispel the entire spell, just random parts of it. So you get fireballs that don't burn, or that don't fly, or explode before they hit something.
« Last Edit: April 27, 2017, 01:37:59 pm by NUKE9.13 »
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evictedSaint

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Re: Wands Race - [Moskurg]
« Reply #944 on: April 27, 2017, 01:46:56 pm »

Quote
As for the ballistae....for the love of goodness why the crap can a flipping ballista fire stones? CATAPULTS, TREBUCHETS, THESE fire stones. Ballistae fire bolts. Exclusively.

okay

@Nuke:  using a design allows you to do a little more than a revision.  If the expense is rolled lower and it makes sense to do so, it will be lowered.  Minor bugs may be introduced if the bug roll is botched.
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