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Author Topic: Wands Race - [Arstotzka] {COMPLETED}  (Read 393602 times)

andrea

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Re: Wands Race - [Arstotzka]
« Reply #480 on: April 07, 2017, 12:09:39 pm »

So, we haven't managed to substitute diamond with crystal yet?
Well. Rolls were against us. I am surprised we made a fair amount of progress in metamagic. Our failures are quite interesting. I only hope that we live enough to see them bear fruits. At least, we will have some warning against magic, plus extremely expensive grenades from the unrevised charms.

For expense, cavalry and attack desert?

stabbymcstabstab

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Re: Wands Race - [Arstotzka]
« Reply #481 on: April 07, 2017, 12:51:02 pm »

+1 to that plan, if we can threaten the desert enough they might lose access the plains or at least pull out troops.


Also if the gemstones are getting heated up we could actually use that to boost a fire spell like we planned with the Tower.
« Last Edit: April 07, 2017, 12:53:11 pm by stabbymcstabstab »
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Long Live Arst- United Forenia!
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Contemplate why we have a sociopathic necrophiliac RAPIST sadomasochist bipolar monster in our ranks, also find some cheese.

andrea

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Re: Wands Race - [Arstotzka]
« Reply #482 on: April 07, 2017, 02:34:11 pm »

that is the idea, yes. Honestly, it is a desperate gamble. But we are desperate.

VoidSlayer

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Re: Wands Race - [Arstotzka]
« Reply #483 on: April 07, 2017, 05:19:11 pm »

If we reduce the expense of the minor fireball spell, would that allow all our apprentices to use it?  Basically open a mini fireball 101 class in our apprentice school.

stabbymcstabstab

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Re: Wands Race - [Arstotzka]
« Reply #484 on: April 07, 2017, 05:22:09 pm »

It would but we aren't in real need of that we basically need the equivalent of tank to deal with theirs.
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Contemplate why we have a sociopathic necrophiliac RAPIST sadomasochist bipolar monster in our ranks, also find some cheese.

RAM

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Re: Wands Race - [Arstotzka]
« Reply #485 on: April 07, 2017, 06:05:48 pm »

It would but we aren't in real need of that we basically need the equivalent of tank to deal with theirs.
Just saying, crystal golems would be as hard as steel, and in spider-form would be pretty scary and have loads of redundency on their moving parts. Or Crystal Firewasp Golems to stick with what we know... Or gem-powered crystal mecha golems that our mages could maintain from inside.
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Andres

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Re: Wands Race - [Arstotzka]
« Reply #486 on: April 07, 2017, 06:20:37 pm »

Make horses cheap and attack plains.

If we can't beat them on the plains, we certainly can't beat them in their home ground, the desert. Furthermore, advancing in the plains means they no longer benefit from it, whereas advancing in the desert doesn't do anything unless we take the entire thing.

Glory to Arstotzka.
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stabbymcstabstab

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Re: Wands Race - [Arstotzka]
« Reply #487 on: April 07, 2017, 07:23:50 pm »

Thing is we have need attacking the plains already, attacking the desert we might force them to backpedal and overreact giving us the chance to take the jungle.
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Long Live Arst- United Forenia!
"Wanna be a better liberal? Go get shot in the fuckin' face."
Contemplate why we have a sociopathic necrophiliac RAPIST sadomasochist bipolar monster in our ranks, also find some cheese.

Andres

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Re: Wands Race - [Arstotzka]
« Reply #488 on: April 07, 2017, 07:39:07 pm »

Thing is we have need attacking the plains already, attacking the desert we might force them to backpedal and overreact giving us the chance to take the jungle.
This seems overly-optimistic and a bit unrealistic. It could happen, but they could also see that it'll take to long for us to accomplish anything meaningful with that invasion and double down on their jungle stuff.

Glory to Arstotzka.
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stabbymcstabstab

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Re: Wands Race - [Arstotzka]
« Reply #489 on: April 07, 2017, 08:09:27 pm »

remember we can not only cool down the desert, we could actually turn it to glass with our spells. We could possibly do well enough they spend a revision or design on it giving us a bit of breathing room.
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Contemplate why we have a sociopathic necrophiliac RAPIST sadomasochist bipolar monster in our ranks, also find some cheese.

evictedSaint

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Re: Wands Race - [Arstotzka]
« Reply #490 on: April 08, 2017, 01:32:37 pm »

Order: Expense Credit our calvary to cheap.

Order: Concede the plains to the Moskurgs.  Redirect troops to the desert.

Order: Concede the Eastern Seas.  Redirect fleet to the Western Seas.

Order: Myark to continue pressing the Western Seas.

Anything else I'm missing before I do the combat phase?

evictedSaint

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Re: Wands Race - [Arstotzka]
« Reply #491 on: April 08, 2017, 03:31:57 pm »

Last chance, guys - if I'm missing any orders, speak up.  I'm getting ready to roll up combat.

andrea

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Re: Wands Race - [Arstotzka]
« Reply #492 on: April 08, 2017, 03:40:17 pm »

MaybeMyark should go to the desert, to deploy the forever frost?

stabbymcstabstab

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Re: Wands Race - [Arstotzka]
« Reply #493 on: April 08, 2017, 03:49:31 pm »

That might be better, +1.
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Contemplate why we have a sociopathic necrophiliac RAPIST sadomasochist bipolar monster in our ranks, also find some cheese.

evictedSaint

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Re: Wands Race - [Arstotzka]
« Reply #494 on: April 08, 2017, 04:49:51 pm »

The year goes by quietly in the mountaintops.  Boredom reigns supreme in these airy peaks, as for once Moskurg doesn't send their men up the rocky slopes.  The only activity is the quiet shuffle of Arstotzkan battle divisions preparing their assault on the golden sands far below.  The tower of Forever Frost is built, preparing to sap the heat from the surrounding area for the imminent invasion

No battles occur in the mountains.

Likewise, the plains finally go a year without bloodshed.  Moskurg forts dot the border that separate the plains from the tangia, but for once no arrows rain down from their parapets.  The skies remain clear, and all storms that blow across the land are completely natural in nature.

No battles occur in the plains.

The relative quiet is made up for in the jungle.  Both sides engage in viscous skirmishes, assaulting one another in the dark and rain.  Our heavy calvary is now plentiful enough for frequent use.  They aren't as agile as Moskurg horses, but when they hit they do so with devastating effect.  Their effect isn't as pronounced in the jungle as they would be in the plains, but they do make a significant difference.  We have a single successful skirmish, but Moskurg seems to have more luck at home as they are in the heat. Our sleeping guards issue hasn't been resolved, but during one skirmish the alarm is actually raised by our Theatre Commander as his Anti-Magic charm glows red-hot on the chain hanging from his neck.  The Moskurg ambusers are ran off, and the Commander is treated for second degree burns on his chest.  Commanders stop wearing the expensive diamonds and instead hang them from the pommels of their swords, where they're less likely to burn the living shit out of themselves.  None of them seem happy about the dangerous devices, but they begrudgingly admit the warning was appreciated.  One even comments, "At least the damn things don't fucking explode."  Truly, our magical prowess is to be feared.

Speaking of magical prowess, Moskurg hasn't shown any new developments this year.  Either their newest creation is subtle enough to escape notice, or they failed entirely to produce something.  Battles in the jungle have become more even as a result of the shifting power, and despite the viscous fighting that results in no clear winner there is some hopeful talk among our soldiers that perhaps we'll be able to hold on to what remains of the territory.

Neither side gains ground in the jungle.

The desert is likewise a bit of a wash.  With the bulk of our forces split between the jungle and the desert assault, we simply don't have the strength to take the sands.  Moskurg seems surprised that we would strike at their home turf, and their skirmishes uniformly fail.  We have some mixed success with our skirmishes, but ultimately we just don't know the land as well as they do.  Our heavy calvary isn't as helpful as it could be, considering they're raised in the cold north.  If it weren't for the tower of Forever Frost, all our men would cook in their steel suits - even then, walking is difficult on the shifting sands.  Moskurg wins two battles, but we pull back before we can lose too many men.

Moskurg repels Arstotzka from the desert.

The Gods seem to be against us on the seas - we pull the bulk of our fleet to the Western Sea, and though we win two of the major assaults we fail to inflict lasting damage.  Moskurg wins only a single battle, sinking one of our ships with a desperate ramming attack, resulting in the only loss in that area.  The ocean seems more akin to a forest with how much wood we've put on the waves, but the dirty Moskurgs are simply too agile to nail down and flee before we can get close enough to board.  Their weather keeps the battle field even, despite our mass of ships.

Neither side makes coastal gains in the jungle.  Moskurg cements control of the Eastern Sea.

Our biggest problem seems to be both our difficulty gain prisoners during a route and our tendency to trade troops back when we do.  It's impossible to gain ground when their ranks swell back to full strength after each and every fruitless battle.  Returning troops wouldn't be such a big deal if we could get more of them during each route, but at the moment both sides are fighting at full capacity - and have been for the past few years.

It is 921, the Design Phase.

Spoiler: State of Forenia, 921 (click to show/hide)
Spoiler: Arstotzkan Equipment (click to show/hide)
Spoiler: Arstotzkan Elite Units (click to show/hide)
Spoiler: Arstotzkan Spells (click to show/hide)
« Last Edit: April 08, 2017, 06:14:57 pm by evictedSaint »
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