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Author Topic: Wands Race - [Moskurg] {COMPLETED}  (Read 202744 times)

Taricus

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Re: Wands Race - [Moskurg]
« Reply #975 on: April 27, 2017, 10:09:48 pm »

Damn this is difficult. Because if we spend it on antimagic the enemy isn't using magic or crystal weapons at all... But at the same time getting more armour or ballistae is also a good use of it.

Best to work on the revision while we mull that option over.

Rework gust of wind to be more powerful: What is says, essentially making it strong enough to push or extinguish flames.
Quote
Make Gust of wind more powerful [1]: Taricus
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Mardent23

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Re: Wands Race - [Moskurg]
« Reply #976 on: April 27, 2017, 10:11:52 pm »



Quote
Make Gust of wind more powerful [1]: Taricus
 Better Troop Lamellar [1] Mardent23
[/quote]
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Devastator

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Re: Wands Race - [Moskurg]
« Reply #977 on: April 27, 2017, 10:34:16 pm »

No.. I got an idea!

Revise Detect Ambush to Detect Snipers

That should let us spot the guys sneaking up to hit our mages, or attack our camps at night.  Then we can ride them down with cavalry or always have our shields in the right places, so no getting suprised while casting Lucky Strike.

Plus it's an apprentice spell, so we can have the mage apprentices keeping watch for the full mages.

Quote
Make Gust of wind more powerful [1]: Taricus
 Better Troop Lamellar [1] Mardent23
Detect Snipers [1] Devastator

Our new spell is great, but it doesn't work if the mage gets killed, so our revision needs to keep our mages alive.  Detecting those snipers would go a long way for that.

Lamellar wouldn't, (our mages are already fully kitted with it)  gust of wind might, but detecting the snipers would let us get the shields up, and direct antimagic towards them to cut out the explosive arrows.  It would also help at night and keep them out of our camps.

I'm for expense chit on shields for the same reason.  It'll mean more shields around to give cover, as every apprentice could then carry one, as well as other important targets who might become sniper-fodder.

Detect Snipers also should be pretty easy as a guy sneaking up to shoot you in the head should be thinking pretty similar thoughts to a guy in the bush waiting for someone to shoot in the head.

Expense credit:  Shields  Because they'll do more to keep mages alive, and that's what we need most of all.
« Last Edit: April 27, 2017, 10:55:28 pm by Devastator »
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S34N1C

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Re: Wands Race - [Moskurg]
« Reply #978 on: April 28, 2017, 12:00:16 am »

Quote

Make Gust of wind more powerful [2]: Taricus, S34N1C
Better Troop Lamellar [1] Mardent23
Detect Snipers [1] Devastator
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Happerry

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Re: Wands Race - [Moskurg]
« Reply #979 on: April 28, 2017, 12:05:51 am »

Quote
Make Gust of wind more powerful [2]: Taricus, S34N1C
Better Troop Lamellar [2] Mardent23. Happerry
Detect Snipers [1] Devastator

Voting for better armor because, combined with our new Halberds and the fact that we're about to get mass combat bonuses again, maximizing our troop quality will hopefully let us horribly murder the other side.
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Taricus

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Re: Wands Race - [Moskurg]
« Reply #980 on: April 28, 2017, 12:09:02 am »

Of course we can use the expense credit for the lamellar armour, so trying to make it cheaper in a revision seems too risky for me.
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Happerry

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Re: Wands Race - [Moskurg]
« Reply #981 on: April 28, 2017, 12:14:32 am »

Expense credits only last one turn. I want to keep the armor around, not have it for only a turn.

What I want to spend the credit on is the Ballista, to be honest.
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Taricus

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Re: Wands Race - [Moskurg]
« Reply #982 on: April 28, 2017, 12:16:15 am »

AFAIK they aren't only one turn here.
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S34N1C

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Re: Wands Race - [Moskurg]
« Reply #983 on: April 28, 2017, 12:16:33 am »

Expense credits lower the cost permanently.
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evictedSaint

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Re: Wands Race - [Moskurg]
« Reply #984 on: April 28, 2017, 12:22:12 am »

Expense credits permanently lower the cost of a piece of equipment by one level.

You can attempt to do multiple things to a spell/piece of equipment in a revision; how effective it is depends on how well you roll and how many things you try to change.

As a good rule of thumb I generally go by:
1 outright fails.
2 is a minor, but mostly useless success.
3-4 is a good, solid change.
5 is a good, solid change and maybe a small minor fix.
6 is a good, solid change and a medium fix.

For example, using your revision on the ballista to specifically lower the cost and rolling a six would lower the cost by one level and fix something else, like making the draw crank a one-way crank or putting it on wheels.
« Last Edit: April 28, 2017, 12:25:17 am by evictedSaint »
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Happerry

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Re: Wands Race - [Moskurg]
« Reply #985 on: April 28, 2017, 12:22:43 am »

Expense credits lower the cost permanently.
...In thaaat case.

Quote
Make Gust of wind more powerful [2]: Taricus, S34N1C
Better Troop Lamellar [1]: Mardent23.
Detect Snipers [1]: Devastator
Make an Unlucky Strike spell by reversing the Lucky Strike spell [1]: Happerry

I am switching to making an Unlucky Strike spell.
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Devastator

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Re: Wands Race - [Moskurg]
« Reply #986 on: April 28, 2017, 12:46:44 am »

Dammit, we need something so our mages don't die.

Here's a quote:

but Arstotzka has time and time again forced our mages to be a non-factor. 

We've invented a new spell, we need something to keep our mages from dying.  Gust of wind can't work, because if you're casting that continually to not get sniped, you aren't casting any useful spells.  The snipers can just wait for the mage to do something useful, and then fire.

I want a spell so that we can kill those snipers that are causing us so many problems dead.  A stronger gust of wind will make them temporarily out of play, at the cost of our mages still doing nothing useful.  Unlucky strike can only work if we know where they are, and have a way of applying it at long range, and we have neither.  Better troop lamellar will be minorly helpful, but it won't do one thing to keep our mages alive because they're already wearing the better lamellar.
« Last Edit: April 28, 2017, 12:57:05 am by Devastator »
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Taricus

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Re: Wands Race - [Moskurg]
« Reply #987 on: April 28, 2017, 12:55:49 am »

They only die if they get hit by those arrows, and we also need to ensure that our troops can move unimpeded. Also, With the ballistae we may want to attempt to drive them out of the mountains. They've only got so many snipers/mages in a fort and we could probably kill them all before they're able to cause too much trouble.

@Evicted how many of their archers use those arrows?
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evictedSaint

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Re: Wands Race - [Moskurg]
« Reply #988 on: April 28, 2017, 12:57:42 am »

In the last engagement, you've only noticed these exploding arrows being used by a select few of their archers; particularly during raids and from sniping attempts.

Devastator

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Re: Wands Race - [Moskurg]
« Reply #989 on: April 28, 2017, 12:58:05 am »

In order to cast our big spell our mages have to hold a staff up in the air while concentrating hard and making themselves huge targets.  They can't cast gust of wind to defend themselves, and have been dying heavily during the last turn.  No "if" about it.

I want to modify an apprentice level spell to do something very similar, as if we know where their snipers are, we can deal with them with cavalry or by putting shields out.  And it'll at the bare minimum, let our guys know when they can do their big magic and when they can cast other things.  When it's safe to stay down and safe to come out.

It's a lot of gain for what should be a very small change.  And all that's secondary to the help in skirmishes and night battles, where as an apprentice spell, it'll be useful for every watch.
« Last Edit: April 28, 2017, 01:02:22 am by Devastator »
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