Thoughts on the turn:
-Moskurg is playing the range game with wind magic.
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How did the Moskurgs shoot down all our Minor Towers? So revising it did nothing to help? It was specifically stated in the revision that they act as bastions of defence.
-Although I will concede that Operation Let It Go did win us back the mountains completely, but we were winning there as of the previous turn anyway.
-I don't understand the Western Sea commander. The Fog-O-War was designed around the steam engine, otherwise we would have used a revision to retrofit it onto our existing longboats.
-Good to see that the surprise bonus works both ways. And I would recommend the Plains commander read the Charge of the Light Brigade, except it hasn't been written yet.
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How is Moskurg able to raid with only cavalry, and what damage did they do? Is this a new strategy, and why weren't we able to order raids before?-I expected that we wouldn't get the credit, but it's still sad. Come back bro we promise there's no fine print this time!
Ok, so the main issue this turn is Moskurg's new extreme-range ballistae. And the Moskurgtov Cocktails, but that's only for ambush phase. Now a lot of artillery designs to match them have been proposed, so I'm not going to make another. Instead,
Design: Nature's EyeIn the course of their duties, some Dogwood Mages have reported a sense of being at one with nature. The Nature's Eye charm, also carved from dogwood, is our way of harnessing these otherwise-useless sentiments, turning it toward Arstotzka's first foray into what could be called scrying. Rather than growing plants, nature magic is instead used to sense through them, whether it's a Moskurg infantryman blundering through the undergrowth when creeping up on us or a Moskurg ballista crew trampling the grass when setting up their weapon. A team of scouts bearing these charms will have greatly enhanced situational awareness and sneakiness, allowing them to better scout out Moskurg artillery emplacements and report their locations back to our cannons hidden in the fog.
So this design works off our existing nature magic, thus it's not a completely new field, and it'll allow us to approach the range race from a different direction,
also countering Lucky Strike because they can't see us if we're using sniper-spotter tactics. While I like the artillery designs, I feel that we'll be much better off making them
next turn, when we have the mountains mineral bonus back.
Designs
2 - HA1 "Onslaught": Chiefwaffles, FallacyofUrist
2 - Heretic shell: Robson, Chiefwaffles
2 - SO1-AM "Equalizer": Chiefwaffles, Andrea
1 - FA1 "Metal Storm" : 10ebbor10
1 - Freeze Wands: RAM
1 - Flash Cast Crystals: FallacyofUrist
1 - Divination Jammer: Andrea
3 - AS-HC2-E: Andres, 10ebbor10, Stabby
1 - Nature's Eye: Azzuro