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Author Topic: Wands Race - [Moskurg] {COMPLETED}  (Read 204267 times)

Kashyyk

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Re: Wands Race - [Moskurg]
« Reply #3090 on: August 17, 2017, 05:55:06 pm »

Excellent. This will put a serious dent in their artillery advantage and will hopefully be a massive shock to them.

I'd push for sending al-Mutriqa to the Taiga again.

I'd also suggest stealing either their magic generators or their rifles. Or we could hold onto it for the coup-de-gras as suggested last time.
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Happerry

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Re: Wands Race - [Moskurg]
« Reply #3091 on: August 18, 2017, 03:00:05 am »

Personally I'd go for their magic generators and see if we can rework them to automatically charge our wands, that way we won't need magic users to make the wands of thunderbolts almost all our good stuff depends upon these days. Then if we can get the wands usable by anyone we could see if we can get them cheap enough to hand out to everyone...
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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.

NUKE9.13

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Re: Wands Race - [Moskurg]
« Reply #3092 on: August 18, 2017, 03:26:50 am »

Their magic generators are the work of heresy. Magic comes from God, not from mortal contraptions.
...although. It may be possible to modify them into... prayer wheels, sort of thing, and use that to generate magic.
Our plan to save it for the coup de grace relied on us continuing to make progress- since we gotten beaten back from the Taiga, we shouldn't assume we're going to steamroll them any time soon.

Anyway, you're suggesting something like this, I guess:

No Such A Thing As A Free Spell: The turncoat Arstotzkan knows many secrets, though the Arstotzkans' reliance on 'Mathematics' (a nonsense word made up to describe their heretical behaviour) means he cannot replicate many of the things he has seen without the aid of a 'Mathematician'. However, he did bear witness to their (weak, foolish) young heir's presentation on mana generation, and worked on the subsequent projects to make that heretical notion a reality. By having him write down all he knows- combined with the seizure of captured (albeit destroyed by their operators before surrendering) Arstotzkan equipment, we have been able to piece together the basic theory behind 'Free Magic'.
Obviously, the Arstotzkan method is heretical, and will require modification to work with proper holy magic.

I'm not 100% sold. We don't seem to have any problems creating and distributing vast quantities of WoTs, which can also be used by mundane troops. But I guess it might be interesting. Especially if we could make them power our adamantium jets. Do I hear mundane fliers? (Probably not)
I think I'd prefer something like this, though:

Crystal Cracking Crimes: The turncoat Arstotzkan worked primarily in their 'Crystal Foundry', or whatever they call it. He knows all there is to know about crystal and its properties. Unfortunately, replicating it would rely on heretical Arstotzkan magic, which we have little interest in learning. However, he can tell us all about its weaknesses, allowing us to make spells and weapons targeting said weaknesses.
And we're not talking about little things, here. We're talking about fundamental knowledge of the crystal's basic structure- the sort of thing that could not easily be changed.

Giving us a bonus to anti-crystal tech.

Quote from: Votes
Send al-Mutriqa to the
Taiga: (2) Kashyyk, NUKE9.13

Espionage Credit:
SATAAFS:
CCC: (1) NUKE9.13
Save It:
« Last Edit: August 19, 2017, 07:20:12 am by NUKE9.13 »
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Long Live United Forenia!

Kashyyk

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Re: Wands Race - [Moskurg]
« Reply #3093 on: August 18, 2017, 03:34:10 am »

My theory is that somewhere in the depths of Moskurg we have a sweatshop full of apprentices crafting these things. If we created a factory from those magic generators, we could have it maintained by civilians, output way more WoT (hopefully meaning that any number of WoTs as components will never increase expense) and free up those apprentices for other things.

Also means we could mass produce them and hand them off to mundane troopers. Everyone and their mother will get WoT in our army. We just need to work on a way to reliably volley fire them, and we'll beat Arstotzka at their rifle game.

You know what, I've actually convinced myself.
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crazyabe

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Re: Wands Race - [Moskurg]
« Reply #3094 on: August 18, 2017, 03:35:49 am »

Quote from: Votes
Send al-Mutriqa to the
Taiga: (3) Kashyyk, NUKE9.13, Crazy

Espionage Credit:
SATAAFS:
CCC: (2) NUKE9.13, Crazy
Save It:
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Quote from: MonkeyMarkMario, 2023
“Don’t quote me.”
nothing here.

Madman198237

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Re: Wands Race - [Moskurg]
« Reply #3095 on: August 18, 2017, 08:14:09 pm »

Quote from: Votes
Send al-Mutriqa to the
Taiga: (4) Kashyyk, NUKE9.13, Crazy, Madman

Espionage Credit:
SATAAFS:
CCC: (2) NUKE9.13, Crazy
Save It:
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We shall make the highest quality of quality quantities of soldiers with quantities of quality.

Kashyyk

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Re: Wands Race - [Moskurg]
« Reply #3096 on: August 19, 2017, 03:39:41 am »

Quote from: Votes
Send al-Mutriqa to the
Taiga: (4) Kashyyk, NUKE9.13, Crazy, Madman

Espionage Credit:
SATAAFS: (1) Kashyyk
CCC: (2) NUKE9.13, Crazy
Save It:
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Happerry

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Re: Wands Race - [Moskurg]
« Reply #3097 on: August 19, 2017, 08:18:12 am »

Quote from: Votes
Send al-Mutriqa to the
Taiga: (4) Kashyyk, NUKE9.13, Crazy, Madman

Espionage Credit:
SATAAFS: (1) Kashyyk, Happerry
CCC: (2) NUKE9.13, Crazy
Save It:
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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.

NUKE9.13

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Re: Wands Race - [Moskurg]
« Reply #3098 on: August 19, 2017, 08:29:12 am »

Quote from: Votes
Send al-Mutriqa to the
Taiga: (4) Kashyyk, NUKE9.13, Crazy, Madman

Espionage Credit:
SATAAFS: (1) Kashyyk, Happerry
CCC: (1)  Crazy
Save It: (2) SMMI, NUKE9.13
I just realised I was reading the wrong turn. We did make progress in the Taiga this turn, and so we should save the credit for the coup de grace. SMMI on the Discord agrees.
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Long Live United Forenia!

Madman198237

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Re: Wands Race - [Moskurg]
« Reply #3099 on: August 19, 2017, 08:34:32 am »

Quote from: Votes
Send al-Mutriqa to the
Taiga: (4) Kashyyk, NUKE9.13, Crazy, Madman

Espionage Credit:
SATAAFS: (1) Kashyyk, Happerry
CCC: (2)  Crazy, Madman
Save It: (2) SMMI, NUKE9.13
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We shall make the highest quality of quality quantities of soldiers with quantities of quality.

Taricus

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Re: Wands Race - [Moskurg]
« Reply #3100 on: August 19, 2017, 08:49:26 am »

Quote from: Votes
Send al-Mutriqa to the
Taiga: (4) Kashyyk, NUKE9.13, Crazy, Madman

Espionage Credit:
SATAAFS: (1) Kashyyk, Happerry
CCC: (2)  Crazy, Madman
Save It: (3) SMMI, NUKE9.13, Taricus
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Detoxicated

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Re: Wands Race - [Moskurg]
« Reply #3101 on: August 19, 2017, 10:43:49 am »


Quote from: Votes
Send al-Mutriqa to the
Taiga: (4) Kashyyk, NUKE9.13, Crazy, Madman, Detoxicated

Espionage Credit:
SATAAFS: (2) Kashyyk, Happerry
CCC: (3)  Crazy, Madman, Detoxicated
Save It: (3) SMMI, NUKE9.13, Taricus
[/quote]
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Atomic Chicken

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Re: Wands Race - [Moskurg]
« Reply #3102 on: August 19, 2017, 05:27:33 pm »

Quote from: Votes
Send al-Mutriqa to the
Taiga: (5) Kashyyk, NUKE9.13, Crazy, Madman, Detoxicated

Espionage Credit:
SATAAFS: (2) Kashyyk, Happerry
CCC: (3) Crazy, Madman, Detoxicated
Save It: (4) SMMI, NUKE9.13, Taricus, AC
Logged
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. 

evictedSaint

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Re: Wands Race - [Moskurg]
« Reply #3103 on: August 20, 2017, 11:51:08 pm »


Combat for 947

Arstotzka makes progress reverse-engineering Moskurg's Lucky Strike into their own variant, named "HonestStrike".  It's modular, and can be slotted in and out of weapons to improve the long-range accuracy.  It's Very Expensive, and requires the user to loudly praise Allah with each shot, but it makes the R1 rifle accurate out to Extreme Range for their Mage Hunters; an improvement over the Medium-Range accuracy that the gun had previously.  They had to spend one revision making it cheaper, but the other revision was spent improving their turrets.  The Lightning now uses a modified version of their Blastballs spell to pneumatically power the rotation of the clear-crystal turret using a spherical control like in the cockpit.  This allows them to turn the turret smoothly, quickly, and allow them to track targets more easily.  The guns are all still limited by their bolt-action reloading sequence, but it's a step towards modernization.  They chose not to spend their Expense Credit.

Moskurg has spent their design getting their Adamantium closer to the same versatility that Arstotzka enjoys from their crystal.  Named "Star Metal", they've devised a way to give the metal ferrous capabilities and glass-like transparency.  They were unable to get control over the seven other traits they wanted, and the Star Metal is noticeably more brittle than standard Adamantium.  For their revision they attempted to give their Thundergun better ammunition, but didn't get a working version.  For their second revision they tried again, and did better.  Their induction cannons now use a pointed shell that is a mix between an artillery shell and a modern bomb.  It uses a circular hoop on the tail to keep it straight and the shell uses a blast-cap made out of a pressure switch and a Wand of Thunderbolts; it must be latched into place since Moskurg metal-priests can't make screw threads with a tight enough tolerance.  They chose not to spend their Espionage Credit.



The Taiga sees some of the most pitched fighting thus far in the war, so we will change things up and start with the Mountains this report.

Moskurg relies heavily on their air power to shell distant strongholds and artillery nests to clear the way for their ground troops, since they're becoming increasingly rubbish against Arstotzka in a straight melee.  This is exacerbated by Arstotzka's new powered turrets, which make fly-by assaults on Skyhawks more common.  The ability for the guns to rotate smoothly and track targets evenly makes it easy to hit the large and mostly-immobile floating artillery platforms and knock them out of the sky.  Moskurgs Skyskiffs do their best, but they can't go as fast as a Lightning at max speed, and their ability to fight is limited solely to short range due to the limited range of the Wands of Thunderbolt and the fact that they have no other offensive air-to-air weapon.  They can't catch Lightning's either, since the pilots can't see before they even reach max speed.  Then, with the the ability for the Lightning to track targets more easily, they start finding their own fighters getting shot down.  For the very first time, Arstotzka is on par in the air.

That being said, Arstotzka still struggles to project their air power when it comes to supporting their troops on the ground.  The inefficient previous generation fighter is the only one that can drop bombs, and it's easy prey for Skyskiffs.  However, all of Moskurgs air forces can hit ground troops, whether it's a Skyskiff dropping grenades on troops walking up and down the cliffs or Skyhawks shelling enemy positions from far away; not that it's needed for that.  While the air-borne artillery platform is handy, the invention of shaped ammo for the Thundergun makes their ground-based artillery accurate enough to thoroughly out-range Arstotzka.  Much like the air, the artillery game has begun to favor the other side.  The explosive ammo is less useful in the rocky terrain where there's plenty of cover, but it still a deadly tool.

Perhaps the biggest, newest factor in the Mountains is Arstotzka's HonestStrike modules.  Snapped into the R1 rifles that the elite Mage Hunter troops use, it makes trudging up any slope a deadly affair for Moskurg troopers.  Ambushes are common, and the accurate, deadly, and sneaky weapon rules the mountain peaks.  The only downside is that the ambushers always prelude their attacks by loudly declaring their love for Allah, which kind of gives away the surprise of the attack to some extent.  With the loss of total air superiority and Arstotzkas new "Super Accurate Guns For Shooting Long Distances That You Can Hold" (also referred referred to as "Sniper Rifles" by some of the users) Arstotzka manages to keep the southerners from stomping back up the mountain side.  By using the natural high ground from the mountains, they press into the desert.

Arstotzka gains a foothold in the Desert.


Artillery makes all the difference in the Plains to the east.

As it has for every year since Moskurg brought ballistas to battle, artillery decides who advances in the plains.  The Thundergun is now accurate enough to shell enemy trenches, although only out to Beyond Line of Sight.  It can hit out to BLOS+1, but accuracy drops off at that range and without the exploding shells it would barely be a factor beyond determining the distance between trench lines.  Still, that doesn't stop Arstotzka Anti-Mages from crawling across the lines in suits made of grass and dirt to use their new, more accurate guns.  They can reliably hit at only Extreme Range, and the Mage Hunters go without armor to reduce their noise and profile, but it is enough to keep Moskurg soldiers from lifting their heads over the edge of the trenches.  At least for Moskurg the trenches are nice and dry; for an Arstotzkan soldier crouched in the trenches criss-crossing the land ahead of their Towers of Frost, "dry" is a foreign concept.  It rains non-stop, and during the winter it snows. 

When it comes time to move across no-mans land, Moskurg must stockpile ammo for a few weeks before hand.  Then, they shell non-stop for days preceding the assault, and finally use close air support to cover their men as they charge across the blasted landscape.  Arstotzka attempts similar tactics, but their inferior bombers and artillery range means they must rely almost entirely on the superiority of their troops to win the engagement.  It's not enough; especially considering Moskurg rules the coast and can raid their backfield with impunity.  Trains frequently don't arrive with much-needed ammo, troops, and weapons.  The fact that Arstotzka can afford to liberally reinforce their lines with HAC-1's and R1 rifles is their greatest asset in this theatre, but they can't exactly use that to advance and when they're getting attacked both from the front and back their single-fire guns can't keep the enemy away.  The Protector, which has struggled for years with fragile wheels, primitive transmissions, and obsolete weapons, can't even be used to protect troops part-way across the field like it had before.  Thunderguns rip them to shreds with artillery barrages, and the exploding shells shatter more fragile components and chip away at the thicker parts.  By the end of the year Arstotzka's lines are overrun and Moskurg presses up another section of the Plains.

Moskurg gains another section of the Plains.


The Taiga, much like the Jungle down south, grows into a minefield of splintered and wrecked trees.

Moskurg struggles getting enough ammo up north to keep their Thunderguns supplied, but when the things fire it's definitely worth it.  Tornadoes carve swaths through the trees and frozen swamps, sending whole tree branches through troop lines and toppling wooden forts.  Arstotzka knows the land better and can frequently surprise Moskurg by sneaking their artillery closer under tree cover or by lying in wait beneath the snow until the southerners pass over.  This is a real problem, and it's made more difficult by the fact that the dense tree cover makes their close air support less effective; it's still by far more effective than Arstotzkas though, especially thanks to their floating artillery platforms (which are periodically shot down).  Melee's still go firmly in Arstotzka's favor, but the tree cover makes their HonestStrike-boosted R1's less effective at sniping.  Sniping missions involve their Mage Hunters hiding up in the trees in full-white clothes and hitting Moskurg soldiers when they think they're safe.

Surprisingly, the Phoenix sees itself being used here, and only here.  When they can manage to keep the giant ships alive, Moskurg will pass over tree lines and set the forest alight.  It's useful for smoking out hidden Arstotzkans and clearing ground for open battles, but the giant tankers of Alnnar are juicy targets for Lightnings.

Myark and al-Mutriqa, age-old enemies with gray beards and wrinkled faces, meet once again on the battlefield in the frozen north.

It's close, but ultimately Moskurg manages to gain another section of ground.  Troops mix Alnnar into their drinks in an attempt to keep themselves warmer despite their temperature-controlled Adamantium and mutter darkly about the white devils who hide in trees.

Moskurg gains another section of Taiga.  Myark has been wounded and will be unable to fight next year.


In the frozen northern seas, battles are fought and won in the air.

The fighting was even last year, and Arstotzka's powered turrets make the biggest difference in the air.  Thus they are able to shoot down airships faster than Moskurg can sink their boats, and manage to barely regain a section of coastline.

Arstotzka regains a section of shoreline in the Northern Seas


Research Credit!!!
The fighting in the north is often isolated, regulated to sudden, viscous stabfests and one-sided gunfights, when the forest isn't being obliterated by fire or artillery barrages.  As such, the fight between Myark and al-Mutriqa has few existing survivors and reports of the encounter are vague and conflicting.  al-Mutriqa refuses to speak of the conflict out of respect for his enemy, and Myark is too badly wounded to give a coherent report.  Whichever side gives a more epic report of the event (as the need for moral is more important than the need for an honest retelling of events) will gain a Research Credit, where two dice will be rolled for each trait of their next Design Phase and the higher of the two will be taken.


It is 948, the Design Phase.

Spoiler: State of Forenia, 948 (click to show/hide)

Spoiler: Moskurger Spells (click to show/hide)



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

Kashyyk

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Re: Wands Race - [Moskurg]
« Reply #3104 on: August 21, 2017, 01:53:11 am »

For the most part, we're doing quite well. Here's a few suggestions for how to fix the few issues we have:

Losing the air advantage - Less of an issue currently, as Arstotzka can't do anything beyond denying air superiority to us, however a few miniaturised thunderguns with some automated loading and fitted to a new skyskiff will be needed to properly dogfight them.

Melee - If we can find a way to convert our WoTs to lightning rifles (or just make WoTs mundane usable) and ensure the lighting at least vaguely goes in the direction we point it, we will have a fearsome infantry weapon to counter their R1s.

Supply - Strip out the Alnar tanks from a Phoenix and replace hem with a load of cargo bays.
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