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Author Topic: Wands Race - [Arstotzka] {COMPLETED}  (Read 393475 times)

Chiefwaffles

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Re: Wands Race - [Arstotzka]
« Reply #2385 on: May 18, 2017, 07:19:50 pm »

So I gonna we should do Magegems. Then we can upgrade Falcons in our revision to get some genemagic experience. Then we'll have better falcons and reasonable stepping stones to modifying humans.
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

FallacyofUrist

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Re: Wands Race - [Arstotzka]
« Reply #2386 on: May 18, 2017, 07:27:40 pm »

Implant magegems into soldier brains to let them use magic! Artificial mages!
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helmacon

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Re: Wands Race - [Arstotzka]
« Reply #2387 on: May 18, 2017, 08:07:12 pm »

Implant magegems into soldier brains to let them use magic! Artificial mages!
Implant mage gems into constructs to create golums! Artificial winning!
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Roboson

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Re: Wands Race - [Arstotzka]
« Reply #2388 on: May 18, 2017, 08:17:10 pm »

Implant magegems into soldier brains to let them use magic! Artificial mages!
Implant mage gems into constructs to create golums! Artificial winning!
Implant mags gems into our dead soldiers to creat zombies! Undead winning!
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Chiefwaffles

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Re: Wands Race - [Arstotzka]
« Reply #2389 on: May 18, 2017, 08:28:49 pm »

implant Magegems into our Magegems to create magic Magegems! Magegems winning!
But in seriousness, they can do so much and just need one mildly successful design.

Also, people should probably start voting for or creating plans so we have a consensus for the revision credit when Evicted does the combat phase.
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

Andres

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Re: Wands Race - [Arstotzka]
« Reply #2390 on: May 19, 2017, 07:38:39 am »

Send Myark, half the Mountain troops, and a quarter of our Plains cavalry.

Quote
1 - Myark+half of Mountaineers+quarter Plains cav: Andres

Glory to Arstotzka.
« Last Edit: May 19, 2017, 08:15:51 am by Andres »
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Chiefwaffles

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Re: Wands Race - [Arstotzka]
« Reply #2391 on: May 19, 2017, 09:13:31 am »

You didn't include my plan there, Andres.
Anyways.

Meteor Plan A:
1.) Send our entire Jungle army. Give them a break from the jungle for a bit and not just waste them on the meat grinder hell that is the jungle.
2.) Put the Jungle army's mage hunters on the front, using their falcons for scouting. If/when we encounter Moskurg, it'll probably be with their carpets first.
3.) Send a small amount of men from the Mountains
4.) Don't bring artillery, so we can increase speed; if we get into a fight without artillery slowing us down, then the enemy probably doesn't have artillery. If they do artillery, we should straight-up outrun them.
5.) If this wasn't already obvious, put a focus on speed. Marches, light on supplies, whatever. The goal is to get their before they get us. But if we do fight, we still have the whole jungle army.
6.) (Edit) Unless they too try to maximize speed for no reason whatsoever, we'll get there first. And if they do something silly like sending only carpets, our mage hunters will make short work of that.

Quote
Plans
1 - Meteor Plan A: Chiefwaffles

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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

andrea

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Re: Wands Race - [Arstotzka]
« Reply #2392 on: May 19, 2017, 09:32:24 am »

shouldn't we also send some ships, if this is an oversea expedition?

Andres

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Re: Wands Race - [Arstotzka]
« Reply #2393 on: May 19, 2017, 10:18:55 am »

You didn't include my plan there, Andres.
Sorry. Seems I missed it. Thought everyone was just talking about hypothetical future designs.

Quote
Plans
1 - Meteor Plan A: Chiefwaffles
1 - Myark+half of Mountaineers+quarter Plains cav: Andres

Why do you want to send the Jungle army? That will just let them advance in the Taiga with literally no resistance.

Glory to Arstotzka.
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Chiefwaffles

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Re: Wands Race - [Arstotzka]
« Reply #2394 on: May 19, 2017, 11:47:10 am »

Because we've already lost in the jungle. I want to try again at some point (WITH FLAMETHROWERS) but for now we already have people in the Taiga where we have an advantage anyways. The Flare and Falcons should help a lot with defense.

And that's a good point, Andrea. Maybe we could send some ships?
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

Andres

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Re: Wands Race - [Arstotzka]
« Reply #2395 on: May 21, 2017, 01:07:20 pm »

GM, will we need to choose what ships to send too? Will we get an advantage for having faster ships that don't rely on the wind?
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evictedSaint

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Re: Wands Race - [Arstotzka]
« Reply #2396 on: May 21, 2017, 11:56:05 pm »


Note: Battle reports are now the same for both sides - save for some very select details, if needed.  It's simply too much effort to make the reports unique for each side.

Combat for 933

The Taiga sees Moskurg lose ground.

Moskurg continues their campaign of firebombing Arstotzkan camps at night from high in the sky.  Unlike before, Arstotzkans now have a method of defending themselves.  Once a raid begins, Arstotzkan apprentices fire off multiple flares, lighting up the sky and clearly illuminating the Moskurg raiders.  Moskurg has developed a new variant of their carpet; nicknamed the "War Pegasus", it can now float safely outside of arrow range.  This makes Arstotzka's anti-magic bomb arrows ineffective at bringing down the invaders, but Arsotzka has also developed a new anti-carpet weapon.  Trained falcons, equipped with small anti-magic gems to keep them safe from magical influence, quickly soar upwards on the updrafts caused by the numerous fires and attack the carpet-riding wizards.  They are far faster than their new carpets, and the anti-magic gems sap magic from the carpets enchantments.  It's not enough to make them fall out of the air, but it does make it difficult to flee once attacked.  Moskurg wizards start carrying sabres and bows to combat the new falcons, but the inability to cast Lucky Strike on themselves and the blinding light from the flares makes it difficult to slash at the ball of feathers and talons scratching their face.  The freezing temperatures in the Taiga once again sees the poorly-equipped Moskurgs freezing on guard duty, making Arstotzkan raids more effective.  Over all, both sides do the same amount of damage and neither has a Raiding Advantage.

Moskurgs forces in the Taiga also suffers from being cut to two-thirds of their original size as a portion of the army goes off after the meteor - this, combined with Arstotzka's natural cold advantage, longer-range artillery, and anti-carpet falcons sees them pushed back to the jungle.  al-Mutriqa, sadly, was not enough to hold the line.


Arstotzka regains full control of the Taiga.
 
In the Mountains, Arstotzka has their garrison cut down to half their size as they go off to chase down the fallen meteor.

Moskurg makes quick work of the diminished garrison size - it's a tough, uphill slog, but they manage to regain a foothold in the mountains.  The cold, longer-ranged artillery, and falcons cause lots of casualties, but Moskurg simply has more men to throw at the castle walls.  Their ballistas hit with uncanny accuracy and their carpet troops - though now fewer in size - are more nimble.  Ballistas hammer the walls and fire rains down from above, and Moskurg pushes into the sparsely-defended territory.

Moskurg gains ground in the Mountains. Arstotzka loses their Metal Ore bonus.

The plains are close.

Much like the Taiga, raids see neither side gaining an overt advantage, although Moskurg does slightly more damage, giving them a Minor Raiding Advantage.

Arstotzka has longer-range artillery, despite having a limited number of them.  They've also developed a rudimentary method of zeroing their area of effect; apprentices move into line of sight of Moskurg forces, observe where the artillery shells land, and use colored flares to communicate with the artillery operators further back.  They're on the flat ground, and at long range, so their spotting isn't always effective, but Moskurg soon learns that "Green Flare" means they need to move out of the area.  Unfortunately, being in range of Moskurg artillery and shooting off big, obvious flares means the apprentices are often killed as ballistas home in on them instantly.  War Pegasi are still doing a decent job of hitting artillery in strike missions, and being outside of anti-magic bomb range means they don't have to deal with flak.  However, they rarely do much more than knock out a few long-range HA1 artillery cannons before the falcons take flight and attack.  In the day they do a better job of hacking the birds away, but a falcon attack is usually enough to drive them away.  Their Teletalk wands aren't very useful for communicating at long-range, so War Pegasus squads are often on their own during raids.  Additionally, Arstotzka's new primitive manner of large-scale coordination gives them a better method of coordinating attacks and barrages, albeit in a limited manner.  They are without some of their heavy-calvery this year in the plains, so quick dashes across no-mans land is met with more failed attacks than normal.  Overall, a bunch of people die and neither side gains a clear advantage.

Neither side gains ground in the plains.

Having worked out a logistics error, all of Arstotzka's ships are now steam ships loaded up with their HC1-E cannons.  They're faster than Moskurgs ships, and though their cannons aren't as accurate they can match Moskurg for range and are just as devastating as their firebombs.  Moskurg has taken to putting a War Pegasi on each ship, and once engaged with the enemy the mage stays long enough to enchant the ballista with a single Lucky Strike before taking to the air.  Their firebombs are still effective against their ships, and now that they're faster they can often catch them.  However, Arstotzkan falcons bring down the flying wizards often enough that the battles are a wash.  The fact that the carpet can't stay aloft very long before needing re-enchanting means they can't do strike missions at beyond line of sight ranges, although they can spot Arsotzkan ships before Arstotzka can locate them.  The flares are useful in coordinating large fleets of ships, better than Moskurgs short-range teletalk wands even.  They do give away Arstotzka's position when they use them, though, so it's limited to combat situations.  Overall, neither side has a clear advantage and a lot of people die.

Neither side gains ground in the Eastern or Western Seas.
 
Revision Credit!!!

Moskurg sends a third of their Taiga invasion force. 
Arstotzka sends half their Mountain force, Myark, and a quarter of their Plains Calvary. 

It's not even a close fight; Arstotzka outnumbers Moskurg quite soundly, and Myark helps secure their victory.  They come back at the end of the year with a nugget of Meteoric Ore, retrieved from the Red Meteor.  They may perform one extra Design this year that uses the Meteoric Ore to create a National Effort artifact.  This Design will not contribute to their understanding of magic, and any attempt to recreate what they make with this design will require its own Design and be subject to its own roll.


It is 934, the Design Phase.

Spoiler: State of Forenia, 934 (click to show/hide)

Spoiler: Arstotzkan Elite Units (click to show/hide)
Spoiler: Arstotzkan Spells (click to show/hide)



Behavior Rules.  Please Read.
Spoiler (click to show/hide)
« Last Edit: May 23, 2017, 02:24:56 pm by evictedSaint »
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Chiefwaffles

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Re: Wands Race - [Arstotzka]
« Reply #2397 on: May 22, 2017, 12:02:22 am »

Huh.
So maybe we went a bit overkill with the meteor but that's a nice reward.

1.) MAGEGEMS
2.) I have no idea what to do at the moment with the meteor ore but it sounds awesome.

Evicted, do we know what properties are unique to the meteor or is it more of a situation where we come up with a reasonable idea of a design using some unique property of the meteor we come up with?


EDIT: I'm thinking better falcons for revision. They were extremely effective in this report but clearly could be more effective. We want them to be able to actually eliminate their mages. Bigger, stronger, magic, stronger antimagic, whatever.
« Last Edit: May 22, 2017, 12:04:14 am by Chiefwaffles »
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

piratejoe

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Re: Wands Race - [Arstotzka]
« Reply #2398 on: May 22, 2017, 12:03:40 am »

GLORY we have a space rock!...oh right, Hi, Im joining this. Glory to Arstotzka
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evictedSaint

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Re: Wands Race - [Arstotzka]
« Reply #2399 on: May 22, 2017, 12:08:02 am »

Evicted, do we know what properties are unique to the meteor or is it more of a situation where we come up with a reasonable idea of a design using some unique property of the meteor we come up with?

It is metal that will probably be good for magic stuff.  Myark has requested you make something bad-ass with it to let him kill Moskurgs.

NOTE:  This design will be just an "effectiveness" roll, with a +2 bonus.  You can incur penalties from trying to do the normal stuff that would give you penalties - going outside known magic, doing something super ambitious (like a mass "kill everyone" spell), etc.  The "amount" of metal is just enough to fulfill your design quota, regardless of what it is.  You have enough to build a new steam ship, or to build an entire cannon out of it, or just enough to make a single dagger or wand, according to what the design is - within reason.

I recommend doing this Design last this turn.
« Last Edit: May 22, 2017, 12:28:44 am by evictedSaint »
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