Combat for 942This year sees Moskurg spend their entire turn to refine their control over the storm even further with a new spell titled "Winds of Ruin". The spell essentially works by lending the intent of the casters to the storm itself, allowing the rain, snow, wind, tornados, and lightning to be focused and cast Beyond their Line of Sight. Most importantly, the spell allows the mages to focus on enemy shells flying through the air and attempt to blow them off course. This manages to blunt Arstotzka's artillery range by two levels...when the wizards casting can maintain focus long enough to use the spell to their advantage. Thankfully, unlike many of their first attempts at ambitious spells, Winds of Ruin doesn't kill their mages or drive them insane.
Arstotzka, on the other hand, doubles down on their crystal this year. Their first design is the "Protector", which is essentially a giant, lopsided crystal box on wagon wheels. Equipped with primitive transmission, guns with limited ammo, and a rather piss-poor mobility system, it's...kind of rubbish. The most important aspect of the design is the fact that it uses a new type of engine known as an "Internal Detonation Engine". With a smaller size and greater output than their earlier steam engine, it relies on a rather complicated circuit system and the magical input of a dedicated Apprentice. Just as important, the Protector opens the door to more advanced land-based vehicles, threatening to change the face of war once again. For their revision they upgrade their crystalworks to Crystalworks Mk2, which makes a bunch of their crystal stuff and circuitry cheaper.
The jungle sees Moskurg start to push further north.
The Winds of Ruin does its job...most of the time. Arstotzkan HA1 has its range reduced by two distance units; normally this would put Moskurgs more primitive ballistas in the lead, but Arstotzka's Crystalworks Mk2 managed to put their +ER shells to merely Cheap. Both Moskurg and Arstotzkan artillery is now at Extreme range, but the age of Moskurgs ballista systems is starting to show. Though their crews are more thoroughly trained, their shots rely heavily on wizards casting Lucky Shot to hit their targets. The wizards casting Winds of Ruin are lead by a single Leader who lends most of his will to the storm, but even he occasionally loses focus and Moskurgs own shots are blown off course. And when they DO hit, the shells have...disappointing effect, compared to the stupendous explosions of Arstotzkan shells. Though Arstotzka now has more HA1's, they can't field them to their full potential as they need three mages to a cannon and they have just as many cannons as mages. Nearly every available wizard is pulled to HA1 firing duty; ultimately, though they're firing at the same range, Arstotzka has more artillery cannons and they fire with a greater effect. On the bright side, the reduced range means Apprentices don't have to go on suicidal artillery-spotting sorties with flares any more.
The jungle doesn't really see the Protector being in use here, as the uneven ground and twisted/fallen trees are not conducive to the touchy wheels.
Arstotzkan HAC-1's are now Cheap, though they're strapped for wizards to man them full-time. Most of the time an HAC-1 is placed in each artillery nest, and when Moskurg carpet bombers fly over everyone stops what they're doing to shoot at them. Moskurg War Pegasi riders are now completely useless at carpet bombing, and with the short range on their Wands of Thunderbolts they must stand at afar and call down lightning from the storm. More powerful is their Airships, which with Arstotzka's blunted range can now once again safely stand at max range and chip and pick away at enemy lines with impunity. The decks are just large enough to carry a mage group to cast the complicated Winds of Ruin, which is then used to rampage tornados, lightning, and howling winds through enemy lines. Once again, the frequency of debris in the jungle makes the tornados very effective, and with mages continuously power them they don't lose power over time like a normal tornado.
Arstotzkan infantry still meets with Moskrugs from time-to-time, winning more often than not thanks to their improved armor, razor-sharp crystal axes, and gun-weilding commanders (who generally fire once before switching to their axes as the gun takes too long to reload).
Arstotzkan anti-mage hunters do a decent job at sniping unsuspecting commanders and mages, but with Moskurg off-loading more and more of their wizards to the air they're having less luck making a difference.
Ultimately, the fact that Moskurg's tornados are extra effective in the jungle and their air-forces tend to stand off and attack from a distance (meaning their untouchable) means they can whittle away at Arstotzkan forces all year long. The battle is close, and in a fair fight Arstotzka wins every time, but Moskurg manages to scrape out a narrow victory in the jungle.
Moskurg gains a section of Jungle this year.The battle for the Desert is close.
The desert sands are not kind to the protector here either, though it sees some...limited success. On the rockier ground it does better, but the contraption is so heavy that the wheels tend to sink into the softer sand. The effect here is modest, but it does see some work as acting as a stationary pillbox at times. The cooling system must work overtime to keep the engine (and cabin) at a reasonable temperature, and even then things get...uncomfortable. The fact that the hull is made out of crystal with no obvious openings means its virtually invulnerable against Moskurg artillery, although concentrated firing is enough to engulf the vehicle in flames. This means the wheels break down and the occupants must flee to avoid suffocation - the fact that they're merely Expensive means they can be used in surprising numbers and that makes it difficult to shut them down...on firmer terrain.
Tornadoes can be cast from beyond Moskurgs line of sight, along with their lightning and winds. It takes its toll on Arstotzkan forces, though as long as they can continue pushing forward Moskurg must cede ground. Again, without much debris like tree branches the tornadoes are less effective unless they pass directly over the heavily armored troops - calvary is virtually untouchable, aside from lightning strikes.
As a matter of fact, Moskurgs naval superiority has a greater effect than their tornados here. Landing behind Arstotzkan lines does a decent job of throwing their lines in disarray, but Arstotzka still has superior infantry and armor-piercing guns so the surprise landings don't do as much as they could.
Relatively flat ground means Arstotzkan artillery still has the advantage, despite Winds of Ruin blunting range. Their troops are still better for the occasional brief melee, and no longer requiring water means their guns only fall silent when on the move. The fact that they can put an HAC-1 nearly everywhere means carpet bombers are a non-issue, though the Very Expensive Airships are once again untouchable at max range.
Moskurgs main saving grace is the fact that both Hayat and al-Mutriqahave taken to the desert, flying about and laying waste with their Wands of Thunderbolt and Wand of Heroism, respectively. They manage to just barely fight Arstotzka to a standstill, and for a long time it seems like the two sides are at a stalemate.
Coinflip = Arstotzka.The tide of battle changes when Hayat, brave and reckless as always, flies too low on a strafing run against an Arstotzka artillery nest. A lucky Magehunter manages to get an anti-magic bomb arrow fired off in her direction, scoring a direct hit. The Queens Will shreds to pieces beneath her, and she herself takes a frightening amount of shrapnel. She plummets to the ground, and were it not for al-Mutriqascooping her off the sands and flying her out of the danger Moskurg may very well have lost their Heir. The tide of battle shifts dramatically after that, with Moskurg reluctantly giving up a section of ground. Arstotzkan soldiers wearily take another section of Moskurg sands.
Arstotzka gains another section of Desert. Moskurgs Apprentice is Wounded, and they must wait a year to get their Revision Credit.The plains is definitely where the Protector does its best, though its "best" is still lackluster.
The flat ground means it can move around unencumbered (unless it hits a pothole, which stands a decent chance of wrecking a wheel and stranding the vehicle). The thick crystal makes it virtually invulnerable against Moskurg ballista bolts, and the HAC-1 on the roof keeps War Pegasi riders from getting close enough to smother the thing in fire grenades. Only firestorm ballista shells stand a decent chance at defeating the device, by burning up the wheels and smoking out the occupants. Even then, unless the gunners are killed, the ruined machine can act as a limited pillbox with what small ammo supply the gunner has. Moskurg tactics generally involve waiting for a wheel to break or get shot off, and then rushing the giant crystal box and swarming the occupants.
The limited amount of occupants means it isn't as effective as a "no-mans land"-crossing device as hoped, but the ingenious men on the field have found a way to artificially increase the number of men it can carry. By putting the rear metal ramp on upside down so the hinge is on
top and propping it open, it can act as a sort of mobile shield for a squad following close behind. This limits the speed slightly, and if the Protector breaks down everyone is stuck out in the field with no cover moving forward, but it does help.
Tornados and lightning do their job, though tornados do a poorer job here than in the jungle. Artillery is still in Arstotzka's favor. No one has naval advantage. Airships still pick and chip at enemy lines, thoughbeing Very Expensive limits how much they can do.
Bjorn and Myark fight on the plains this year. Bjorn is frustrated with the rather mundane job of working artillery, eagerly jumping on a nearby HAC-1 for a sudden air-raid. He succeeds in scoring two confirmed kills this year, though Myark worked himself ragged protecting the blood-thirsty young heir. His bravery on the battlefield will go a long way towards convincing others in the noble court of his legitimacy as heir to the kingdom.
Arstotzka manages to gain ground. It's not by a huge degree, but the battle does go solidly in their favor.
Arstotzka moves up another section and gains full control of Plains. If they hold it for a year, they may exploit it for resources. Bjorn fights unscathed and Arstotzka recieves their Revision Credit.The Winds of Ruin manages to make the Airships relevant on the seas, working full-force to sink every crystalclad ship they can find. For each ship they sink, two more pop up. The crystalclad beign Cheap means they can afford to keep pressing forward, despite their losses. The frequency of the ships means not every crystalclad can field more than one apprentice, but they don't need to. There's simply too many for the Airships to kill, and the Sirocco is virtually obsoleted at this point and not terribly relevant to the theatre. Despite their loses, Arstotzka continues sailing further south - though those loses aren't terribly pronounced, as Moskurg has a hard time penetrating the crystal shells at all.
Arstotzka gains a section of shoreline in both the Eastern and Western Seas.Event!!!A trader sails into your harbor this year on a very familiar boat...although instead of the familiar Chinese merchant you're used to, it's someone new. He says his name is Cao Xiu, and he demands that you sell your magical secrets to him. He refuses to say what happened to the former merchant, although you note that none of the crew seems to be the men who've visited you in the years past. His grasp on your language is faltering and broken, but he seems to be interested in magical weapons, and is willing to pay you an
Expense Credit for three. This newcomer and his...mysterious nature makes many of the nobles nervous, and some suggest simply seizing his ship. He's likely a pirate after all, and probably stole the merchants ship. You technically wouldn't be stealing if you stole a stolen ship...right?
It is 943, the Design Phase.Northern Taiga: 4/4 Arstotzka, 0/4 Moskurg
Central Mountains: 4/4 Arstotzka, 0/4 Moskurg
Western Jungle: [color=red1/4 Arstotzka[/color], 3/4 Moskurg
Eastern Plains: 4/4 Arstotzka, 0/4 Moskurg
Southern Desert: 2/4 Arstotzka, 2/4 Moskurg
Northern Sea: 4/4 Arstotzka, 0/4 Moskurg
Western Sea: 2/4 Arstotzka, 2/4 Moskurg
Eastern Sea: 2/4 Arstotzka, 2/4 Moskurg
Southern Sea: 0/4 Arstotzka, 4/4 Moskurg
Sabre: Officer weapon. A single-edged Adamantium blade that favours cavalry combat over infantry combat. Requires training to wield, one-handed. Expensive.
Spear: General infantry weapon. Essentially an Adamantium dagger on a long stick. Very cheap, requires minimal training to use. Can be used double-handed, or single handed with a light shield. Cheap. Obsolete.
Halberd: An axe, a hook, and a spear all rolled into one. Does well against armor and in formation. Cheap
Buckler: General infantry equipment. A small Adamantium shield, held in one hand. Only protects a small area, but can be wielded alongside a shield. Moderate cost, requires training to wield properly. Cheap.
Pavise Shield: A large, thick, high-quality shield to guard against arrows. Can be staked into the ground, or slung across the shoulders. Needs both hands to use while on the move. Very Expensive.
Padded Armour: General infantry armour. Very cheap, just layers of cloth, but doesn't protect against much. Well ventilated in hot conditions, though. Worn under armor. Cheap.
Scale Mail: Officer armour. Scales of Adamantium on a leather backing. Expensive, but lighter than chain mail. Expensive. Obsolete.
Elite Lamellar Armor: All-purpose armor. Worn over padded armor. Thin plates of Adamantium sewn together with leather thongs, backed by more leather. High quality, decent protection against arrows and melee attacks. Adamantium is tailored to the temperature of the theater being fought in, preventing soldiers from freezing to death. Cheap.
Recurve Bow: General infantry weapon. A light bow composed of laminated wood and horn, curved backwards to provide more force. Inexpensive enough to equip many troops with, with very reasonable medium range and power. Can be wielded by horse archers.
Bodkin Arrows: Arrows with needle points. Can reliably penetrate plate armor at point blank range. Can penetrate less reliably further away. Now with Adamantium tips!
Arabian Horse: A light riding horse, from short-lived Iberian settlers in the past. Very fast and maneuverable, but not too strong. Expensive.
Horse Breeding Program: Mass amounts of horses available. Tend to do poorly in the desert, and aren't quite as high quality as the Arabian Horses. Cheap.
Lances: Essentially a heavily upgraded spear. Has a tendency to splinter after the first use. Cheap.
Sailing Ship: Wind-propelled wooden ship. Fast, requires minimal crew, cannot carry many passengers, but does carry at least one wizard - so long as they don't make puns. Very Expensive. Obsolete.
Sirocco: Ships made from lightweight and hardy junglewood and clad in glowing Adamanitium armor. Much more resilient and faster than Arstotzka's ships as of 935.
Ballista: Large siege weapon. Can fire javelins or stone shot great distances accurately. Reliable enough for consistent use. Can be mounted on ships. Wheeled. High-quality siege engineers.Expensive.
Firestorm ammo: Pots filled with Alnnar Almuqaddasa - "Holy Fire". Bursts into sticky flame on impact. Incredibly lethal, incredibly dangerous. Nearly impossible to extinguish. Cheap.
Wand of Heroism: Makes a squad fight beyond human levels. A National Effort.
Moskurg's Apprentice Gramary for Inter-magical Competency: Trains some apprentices to Wizard-level. Does not provide more mages. National Effort.
Alsamma Safina: Sirocco, stripped-down and packed with War Pegasi for lift. Requires multiple dedicated mages to keep the carpets enchanted and in sync. Very Expensive.
Adamantium: Divine metal summoned from the aether. Comes in workable copper-soft and forge-able steel-hard ingots. Temperature can be permanently set. Cheap.
Teletalk: Short-ranged psychic communication between mystics. Enough beacons can be produced to outfit an army. Expensive.
Wand of Thunderbolts: Glass wand, painted with zinc and copper. Adamantium core. Good for a single modestly-powerful blast of lightning. Cheap.
Staff of Tubikh Rrahim Albarq: Area-of-affect spell anchored to the caster. Prevents all magic from being cast within a short range. Spell contained within a staff of ivory, field of effect controllable. Produces a glow. Expensive.
Dispell Enchantments: Dispells enchantments on items, including standard crystal weapons. Expensive.
Pegasus: Charmingly named, enchanted carpets. Levitate, can be pushed around with Gust of Wind. Limited height, duration, speed. Typically rolled up and equipped with a saddle. Has pretty tassels. Expensive.
War Pegasus:[/b] A faster, higher, tamed version of the Pegasus. Requires each carpet to be broken-in before it can be used in the field, but now has its own form of locomotion. Enchantments now last longer.Expensive.
Detect Ambush: Reveals non-magical ambushes prepared by enemy troops or physical traps.
Lucky Strike: Magical guidance makes a squad shoot or strike true far more often than usual. Expensive.
Detect Thoughts: Read the mind of an enemy commander to determine their tactics ahead of time. Expensive.
Zen Inception: By putting enemy soldiers in a zen-like state, we can use their minds as a relay system to read minds further away. The spell is easy to disrupt, but simple to use.
Gust of Wind: Evokes physical force to create a heavy gust of wind, sufficient to disperse fog and most minor concealment, as well as disperse irritating swarms. Expensive.
Cyclone Shield: Protects the beneficent from most arrows and some blows with a sheath of wind. Expensive.
Storm Strike: Summons heavy rain and winds over the course of a day. Expensive.
Wrath of Allah: Calls upon Allah to allow lightning to rain down, even in snowy weather. Multiple mages allow faster casting of Storm Strike.
Clear Weather: Negates inclement weather within the given area. Nests within Storm Strike for protection.
Hammer of Allah: Induce lightning from summoned storms. Strikes indiscriminately, so can't be used in "danger close" situations.
Spear of Allah: Call down an individual bolt of lightning to target enemy commanders. Requires line of sight to target. Can be used in "danger close" situations.
Zephyr of Allah - Zephyric Destruction: Tornado cast by a single mage. Very powerful, goes out to Extreme Range. Lethal with debris, less lethal otherwise. Can pick up a soldier, if it passes directly over him. Expensive.
Heretics' Downfall: Greater control over lightning. Can 'persuade' lightning to travel down certain paths despite easier paths being available.
Winds of Ruin: A variant of Storm Strike. Allows the casters to lend their intent to the storm, allowing it to blunt the range of enemy artillery and cast weather attack spells beyond line of sight. Very Expensive.
Tubikh Rrahim: Area-of-affect spell centered around the caster. Prevents all magic from being cast within a short range. Cheap.
Dispell Enchantments: Dispells enchantments on items, including standard crystal weapons. Expensive.
Divine Desert Winds: Sends warm desert air north. Does not reach the taiga. Warms the area by one "level". Very Expensive.
Antichronic Reverbramancy: A trance that focuses on the branching nature of time. Locates "chokepoints" in the branches, where things will happen. Can only detect cataclysmic, nearby events, like artillery barrages, usually within 10-30 seconds. Tends to cause mages to be lost in the flow of time. Cheap.
Behavior Rules. Please Read.As inspired by the "Behavior Rule" attached to Sensei's new Arms Race thread, I've decided to adapt them to Wand Race. Most of these are blatantly copied from his thread, and I expect them to be followed. After running this game for a few weeks now and following the last Arms Race, I'm aware that they're prone to attracting bad attitudes. Keeping the game smooth, on schedule, and argument free is probably a greater concern of mine than whatever you are arguing about: I expect you to be mature and adopt the same attitude.
1. Don't be salty! If at any time you find yourself having an urge to mouth off at another player, step away from the keyboard, go outside, and take a breath. Seriously. Players who repeatedly get angry or passive aggressive will be asked to leave. If you have an issue with the way the game is being run, DO NOT expect a tantrum to get you what you want.
2. Keep in mind that I am not a historian, so there will sometimes be mistakes and inaccuracies. Even in the best of circumstances, minor inconsistencies are a common occurrence. If some piece of equipment is imbalanced/unrealistic, I might consider changing it if you bring it up once -AND ONLY ONCE- and politely state your argument. However, I will err on the side of consistency with my own game, I do not like to go back and change things. Sometimes it is more important to simply keep the game running smoothly than other concerns.
3. Do not accuse me of being biased. Do not accuse me of being biased. I put a lot of effort into being objective and fair and being accused otherwise is pretty fucking irritating. On multiple occasions this has nearly derailed the game and made me want to abandon it all together. I have absolutely no more patience for this, and if you do it YOU WILL BE BANNED.
4. Do not spy on the other team's private thread. Trust me, playing fair is more fun for everyone! If you suffer from a lack of self-control and cannot stop yourself from spying, keep it to yourself. Do not use it to metagame. And do not post what you saw in the central thread. This has happened multiple times now, and if you do it you will be banned with no warning.