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Author Topic: Wands Race - [Arstotzka] {COMPLETED}  (Read 393412 times)

Chiefwaffles

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Re: Wands Race - [Arstotzka]
« Reply #2970 on: June 09, 2017, 02:57:39 pm »

Huh.
Seems like in hindsight, AP shells would have been a better use of that 6. Oh well, though. This one is definitely still useful. Fixes the bug with the AS-HAC-1 and improves the RoF of all our cannons.

I don't think there's anything to decide in terms of strategy. What do people think we should do for our next design, barring any curveballs thrown by Moskurg?
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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!

RAM

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Re: Wands Race - [Arstotzka]
« Reply #2971 on: June 09, 2017, 03:56:48 pm »

Code: [Select]
[b][u]Stingmind Fireballs[/u]
Streamlined Fireballs are blocked by this new armour so we eneed a way around it. We fortunately have a spell that is very good at going around things. Wasps are known to go through windows, down chimneys, and up kilts with ease. While creating a magic fireball that behaves like our magic wasps is extremely difficult, we believe that utilising a comprehensive mathemagical analysis of the spells involved we can transplant the magical elements that grant wasps their "mind" and implant it onto a fireball's compulsion to travel in a straight line and then explode. Thus producing a fireball that will seek our weak kegger flesh and then 'sting' it(and everything else within the blast radius)...[/b]
A reliable way to deal with armour that has holes, with some range limitations but fireballs have decent range. A good step towards decision-making magic and wilful magic.
Spoiler (click to show/hide)

Code: [Select]
[b][u]Metaconjuration[/u]
We use conjuration to summon a fully-formed magical spell at a distance. In this case an instantly detonating fireball spell.[/b]
This is the project of high-level conjuration. Which ends with making any thing, any where. Combine it with communual ritual magic and you could make some extremely significant things appear at some extremely inacessible locations. The key thing being offsetting the ground-zero. We can do a month-long ritual to summon a 100 kilometre radius fireball and perform it from within an underground bunker.

Code: [Select]
[b][u]Scootgun[/u]
We build an open wagon from crystal, add an extra two pairs of slightly-raised wheels on triangular stalks front-and-back for stability, stick our smallest cannon on it, add a metal rod to attract lightning instead of the cannon, and then put three pulse-jets at the back to make it go-fast.

Pulse-jet
A crystal tube with two necks with cages on one side and a tightly-fitting cork loose within the cages. A repeating fireball spell is remotely detonated between the two necks. The fireball pushes the front cork into the neck and [atmospheric medium] out the back. The sudden absence of the firball pulls the rear cork into the nec and pulls [atmospheric medium] into the front. This produces a jet of [atmospheric medium] in one direction in frequent pulses.

This design was a fairly obvious attempt to produce fireball-based propulsion. it started with a one-sided tube, but the fireball would suck the tube backwards after pushing it forwards. Then we tried a mechanical cork system to close it, but the cork kept getting pushed out. At that point we realised that the cork would be pushed closed if we had the correct mechanisms to do so, which was pretty easy with summoned parts.[/b]
Basically a high-speed self-propelled antiair weapon. It should be too fast for firepots, too heavy for wind(until they do tornadoes), and too metal for lightning. The important thing, though, is that it is fast enough to catch them. Not so useful against their ground-forces because antimagic, but that would go for steam-engines too, at least this could be pushed...
Code: [Select]
[b][u]Pillar of unmagic[/u]
By focusing all of our mathemagical and trigothaumical developments, along with our experience of the forever frost towers, we construct a great tower with an intricate core of quartz, with dimond studding on key locations allowing exposed magical pathways which permit fine control of the effect. This is, in essence, a giant antimagic charm, but capable of detailed attunement. It will, with careful handling and a large amount of time spent measuring its effects and trial-and-erroring precisely what is needed, be able to select a single spell and absorb all instances of it within a single theatre of battle.[/b]
Turning off their wind spell would basically strange their airforce. Or maybe their levitation is a spell? It'd be kind of funny to see their whole air-force hit the ground at terminal velocity. It'd make up for our previously antimagic immune crystals suddenly disappearing...
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Chiefwaffles

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Re: Wands Race - [Arstotzka]
« Reply #2972 on: June 09, 2017, 04:37:56 pm »

I really like the Stingmind Fireball idea. Or maybe something like what Andres suggested a while back.

But in terms of mobile cannons, I believe we can do much better.
For one, the AS-HAC-1 is an entirely crystal cannon. Meaning it shouldn't be vulnerable to lightning. It's also relatively small and lightweight, making it a very practical choice to put on a vehicle.
The Pulse-jet seems a bit like reinventing the wheel. I don't think planes (the most obvious application) are a good idea at all when we have options like bird-based cavalry and the like, and with land vehicles we can just use the reliable steam engine instead of the pulse-jet. The steam engine is just more versatile and we can always spend a revision to make it more powerful, too.

I still really like the AS-APC-1 protector design, but let's try self-propelled artillery.
Future Design: AS-STW-1 "Watcher"
The STW-1 is an amazing breakthrough.
We put a gun cannon on a steam-powered land vehicle.

The AS-STW-1 is a very interesting design. To the outside, it looks like an entirely-crystal enclosed vehicle. Thanks to some clever mechanical work, a set of man-powered gears raises a large platform inside the vehicle upwards, and another set powers a sliding roof. The platform is configured to mount 3x AS-HAC-1s or 1x AS-HC1-E. (Though our Mathemagicians are willing to compromise down to two AS-HAC-1s)  The platform can be raised to any height between its minimum and max heights, allowing for cover to be created to defend the cannon and operator while still allowing for fire outside. If it's too dangerous, the operator can simply lower the platform and close the roof. The new breech-loading mechanics of the cannons allow for easy, safe, and secure reloading without moving the cannon back or leaving the safety of the vehicle.
The platform and vehicle are very secure, and the cannons can be fired while the vehicle is moving, though for the most part the vehicle is designed to be "deployed" on a site.

The AS-STW-1 is also equipped with an AA Magegem array. This array of magegems is linked to the platform by crystal conduit, and by extension, the mounted weapons. The magegem array also powers the AS-STW-1's steam engine, which can be fit on such a relatively small vehicle thanks to the miniaturizations of the steam engine done with the design of the Restless. The Magegem Array allows for extended firing and very long usage of the steam engine.
The AS-STW-1 also holds extensive storage space for ammunition and water to supply its cannons for a very long duration.

The vehicle is relatively light-weight, even with its crystal armor. It should be able to move some degree faster than a Restless, though not that much more. It's powered by a single steam engine, and has space for up to four people. One person can drive while three people man the HC1-E or 3x AS-HAC-1s, one person can drive while two man the cannon(s), one person can drive while one mans the cannon(s), or one person can switch between driving and manning the cannon(s).

The Watcher is mostly intended for use with the crystal-bodied AS-HAC-1s and be used for an offensive or mobile anti-air role. Its durability means it can simply ignore any of Moskurg's weapons, and the cannons should survive all but a direct ballista bolt. And even then, with three AS-HAC-1s, one cannon down still leaves two more. That and even if a weapon operator is somehow caught unaware by a firebomb or the like from directly above, the vehicle can be crewed by just one person. Its Magegem array means it can easily be deployed without a wizard - it needs an accompanying mage just as much as it needs ammo, and in the field, a mage rarely recharging the array or new magegems allows it to continue operating independently.

TL;DR: A mobile cannon emplacement. Fits three(?) AS-HAC-1s or 1 HC1-E. Has a crew of four, but can operate with even just one man. Can fire while moving. Has a sliding roof and raising platform above/below its weapons to allow for very easy+quick deployment of its weapons, and the platform can be only partially raised to give its crew cover. Has lots of room for ammo, and has an extensive AA Magegem Array powering the weapons + the steam engine.



AS-SCV-1 "Landship"
The Steam Combat Vehicle is the first of its kind.

It has thick crystal armoring protecting it from anything Moskurg can throw at it. The utmost care has been given to ensure that there are no spots on the SCV-1 that may be vulnerable to fire, lightning, or bolt.

Extruding out of the front of the SCV-1 is the barrel of a HC1-E. As part of the SCV-1's design, the HC1-E here is made out of crystal in a simple material swap (Our Mathemagicians would like to extend this change to the rest of our HC1-Es if possible). The new reliable breech-loading system allows for the integrated HC1-E to be easily reloaded from inside the SCV-1.

Near the back, a AS-HAC-1 is mounted next to a crystal hatch on the top of the vehicle. The hatch is specifically designed to be safe and secure without compromising integrity when closed. The hatch can be opened and peaked out of for spotting for the AS-HAC-1, and the gears controlling the rotation and angling of the AS-HAC-1 are placed below the armor to allow for rotation of the cannon without risking danger. Most of the time during operation, this hatch should remain closed. The hatch is also used to depart and exit from the AS-STV-1, and can be used to spot for the main cannon when not in any kind of danger.

Small viewports dot parts of the AS-STV-1. These viewports are too small to allow harm to come to the AS-SCV-1's crew from outside, but allow the crew to see outside for both general awareness and to spot for the cannon. The driver's seat has levers for acceleration and rotation.
The steam engine is placed along the center of the cabin, and the rest of the space is used to store ammunition and water. There are seats for the crew of 3-4 as well. An apprentice is required in order to operate the cannons and steam engine too.

TL;DR: A steam engine "tank" equipped with a main HC1-E cannon with a barrel extruding from the front, and a AS-HAC-1 mounted on the top next to a hatch (with its rotation gear controls inside the cabin). Spotting can be done out the hatch or through the more secure viewports. Fits a crew of 3-4 and needs an apprentice to operate.

Both designs should probably be revised to be AM resistant.
The difference between the two designs is simple: The Watcher is meant as basically a mobile artillery platform and for mobile anti-air, while the Landship is meant to be used as a tank. The watcher's raising platform allows for easy spotting, deployment, and targeting. While the landship's secure HC1-E cannon requires the entire vehicle to rotate for most angles, and spotting is a bit harder.

What do people think would be better for a vehicle's armament: Multiple AS-HAC-1s or one HC1-E? The HC1-E has more destructive potential and more range but the AS-HAC-1s are smaller + more compact + easier to reload + easier to store ammo for.
Alternatively, we could revise a more compact version of the HA1 while trying to sacrifice little.

Also, we should do Crystal Optics for next turn. And I'm not even that sure about vehicles.
We'll see.
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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!

RAM

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Re: Wands Race - [Arstotzka]
« Reply #2973 on: June 09, 2017, 05:03:36 pm »

It think that our crystal is still vulnerable to lightning. It doesn't seem to attract it like steel does, but I think that it still gets hit and damaged if it is significantly taller than anything nearby.
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Chiefwaffles

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Re: Wands Race - [Arstotzka]
« Reply #2974 on: June 09, 2017, 08:59:36 pm »

I'm pretty sure the only time Crystal has been damaged by lightning is when lightning hits a "weak spot" like the exposed metal steam engines on the Crystalclad.
That and it repairs itself from minor damage which helps a lot with lightning-induced damage even if crystal can be hit by it, right?
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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!

RAM

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Re: Wands Race - [Arstotzka]
« Reply #2975 on: June 09, 2017, 09:27:54 pm »

The point is to keep the lightning away from the gooey insides, and lightning can go through things. So crystal isn't as much of a protection as metal is and isn't invulnerable to concentrated lightning, whichcould be a thing. Lightning rods are still a valid consideration to force the lightning to go exactly where you want it to, rather than risking it going through the crystal and into a person on the way through, or blowing off chunks of crystal and potentially being destroyed ofidf there was more where that came from. There is no way to stop lightning from hitting something other than to give it something else to hit. If it does hit something, then either it conducts, so we are back to metal, or it resists, in which case it takes damage.
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VoidSlayer

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Re: Wands Race - [Arstotzka]
« Reply #2976 on: June 09, 2017, 10:16:05 pm »

Future Design: Plasma Ball

This specialty cannon ball has nickle circuits and mage gems just below the surface.  The first set create a super heated core of the cannon ball, similar to a highly concentrated fire wall spell.  The second is a heat control circuit which forces the heat and pressure back inside the core.  The result is metal that is super heated from solid to liquid to gas.  The outside of the cannon ball becomes a shell of metal and spell casting parts that breaks on impact, destroying the heat control field.  This results in the super heated metal gas exploding out in the direction of impact and incinerating anything it washes over.  The cannon ball is designed to start heating as soon as it leaves the barrel of the cannon and looks just like any ordinary shell, from the outside.

evictedSaint

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Re: Wands Race - [Arstotzka]
« Reply #2977 on: June 10, 2017, 12:19:09 am »

Combat for 938

Arstotzka does something entirely unexpected this year.  Previously thought impossible, they build another cannon, that's smaller than their existing cannons.  While many decry the AS-HAC-1 as a waste of magical effort, others are quick to point out the higher rate of fire, high muzzle velocity, all-crystal design, 360 degree firing arc, and brand-new sliding bolt-action breech-loader, which they've taken the liberty to append to all their existing cannons.  It's been mounted on all their existing Crystalclads as an anti-air measure, and is cheap enough that they can afford to station a few in the field to combat carpetbombers overhead.

Moskurg, in an attempt to combat Arstotzka's overwhelming artillery advantage, has delved deeper into the field of Divination with their development of the Antichronic Reverbramancy spell.  Designed to focus on the ever-branching possibilities of the future, the spell allows mages to enter a trance that lets the caster view these twisting, winding threads.  Once a cataclysmic event is ensured to happen the mage can recognize the sudden choke-point in the branching future for what it is and warn his allies of his prediction.  Skilled casters can gain a warning up to thirty seconds in advance, but less skilled casters like apprentices are lucky to get ten seconds.  The mage is otherwise useless while casting, and staying under for more than ten minutes risks losing their mind to the flow of time permanently.    For their revision, they go ahead and fix the innate inaccuracy of the lightning in their Wand of Thunderbolts, which has the nice benefit of also finally fixing their two-decade old Spear of Allah.  Assuming the weather cooperates, they can finally use the spell for its intended purpose.



Thanks to their new breech-loading artillery, Arstotzka can now fire their HA1 artillery slightly faster.  While this is nice by itself, the real benefit is that the cannons no longer need to tip down to allow new shells to be rammed down the barrel.  This means the artillery doesn't need to be re-sighted between each firing event and can more reliably hit the same location.  Moskurg combats this with their impressively-named Antichronic Reverbramancy, but the fact that mages must constantly dip in and out of the trance to maintain their grasp on the present means it sees a limited usefulness.  It does save lives on occasion, but often the warning doesn't come soon enough to relocate, especially since Arstotzka has taken up the policy of blanketing an entire "square" with artillery fire.  It would benefit from being able to stay in the trance longer, or allowing the mage to be useful in the meantime, or even simply giving a longer fore-warning, but as it is the spell doesn't provide a very large defensive bonus.

Carpet bombers are likewise met with frustration.  The HAC-1 doesn't quite perform its intended role of "filling the skies with iron" as even with bolt-action breech-loading, a new round and fresh water must be loaded in each time.  Arstotzkan mages instead track overhead targets, take careful aim, brace the tripod for recoil, and fire.  Often times they miss, as the crude cross-hairs aren't exactly sophisticated and they're targeting a moving target high above.  When they do hit, though, the effect is devastating.  The high-caliber shells rip helmet-sized holes through both flesh and carpet alike, and even a glancing blow is typically lethal.

Moskurg fires back with their refined Wands of Thunderbolt.  Their method of attack typically involves getting overhead and quickly firing off as many wands as they can , then tossing the entirety of their firestorm grenade saddlebag overboard.  Being struck by lightning isn't enough to ruin an HA1 artillery piece, but it does cause enough damage to put it out of commission until repairs can be enacted.  Hitting the operators tends to be more effective - anyone touching the artillery piece when it's struck will typically never fire another round.  The Alsamma Safina does its job standing at extreme range, high and out of the firing range of HA1 and HAC-1's alike.  It's a Very Expensive artillery piece that Arstotzka can't touch, and is often a sign of doom for the men on the ground.

Surprisingly, the HAC-1 proves to be effective in ground combat, despite being envisioned as an anti-air cannon.  The high-velocity round is a line-of-sight weapon, and has a faster travel time and flatter trajectory than a longbow.  Moskurg soldiers caught in the open can expect to be hit before they even know what's happening; the small round doesn't trigger Antichronic Reverbramancy, so the tranced-out mages on horseback fail to warn the party.  The HAC-1's can't exactly be used to ambush, though, since Moskurgs Detect Ambush spell from their initial spellbook is still in effect.

At the end of the day, Arstotzka does a decent job of hitting Moskurgs at range, especially since cannons no longer need to be re-aimed between loadings.  This, combined with their new HAC-1's preventing Moskurg War Pegasi from holding complete supremacy, provides the necessary advantage to take another section of jungle.  Moskurg soldiers are still freezing to death, so even if their artillery detection spell was working perfectly, they'd still be suffering casualties - it's year-round cold, and though their lightning is now accurate they can't cast if snow clouds won't permit it.  Even al-Mutriqa can't do that, though he does a solid job of raiding Arstozkan trains and preventing them from resupplying HA1 artillery pieces.  Moskurg is lacking in their offensive capabilities, and are pushed back to the far edge of the jungle.

Arstotzka gains a section of jungle.


The mountains favor Arstotzka.

The cold, artillery barrages, and HAC-1's are enough to eliminate Moskurg soldiers in the ancient castles.  Moskurg's heavy lifting is done through their carpet riders and airships, but it's not enough all on its own.  With Myark at the lead, they're rather soundly defeated.

Arstotzka pushes Moskurg out of the mountains.

Arstotzka has regained the mountains.  If they hold it for a year, they may use the metal bonus.


Rapid-firing, accurate, train-supplied, long-range artillery dominates in the plains. 

Moskurg does their best, but ultimately they don't have the offensive punch that long, sustained artillery on entrenched positions does. 

Arstotzka pushes Moskurg out of the plains.


Arstotzka gains control of the plains. If they hold it for a year, they may use the plains bonus.


The seas are, once again, no contest.

Unlike the rest of the continent, the Spear of Allah can be cast here.  Previously, Moskurg avoided casting Storm Strike on open waters, as the waves caused by the storm affects their ships just as much as it does Arstotzka's.  Now that their ships are all primarily fliers, it's less of a concern to keep the sea calm.

War Pegasi carpet bombers continue striking the exposed steam engines of Crystalclad ships, causing critical explosions.  The HAC-1 does a fair bit of work here, with one loaded on each ship - Moskurg has learned not to underestimate a massed group of anti-air cannons all firing at once.  The cannons even penetrate the Alsamma Safina ships, although the Adamantium covering manages to deflect all but the most square shots.  Even then, it takes many shots before the ship goes down.  In the meantime, the mages onboard call down the storm, and one-by-one call the Spear of Allah down on their enemies.  Requiring little more than a visual on the target, the spell is critically effective on Arstotzka's ships.  The Arstotzkan fleets in both the Eastern and Western seas are both completely annialated, and Moskurg takes control of both.


Moskurg gains control in the Eastern and Western Seas.  Next turn they will be able to apply their naval bonus to both the jungle and plains theatres.
 

Revision Credit!!!
The Kings son, Bjorn Lodbrok, has recently come of age.  He shows magical prowess; it's uncommon for nobility to join the ranks of the mages, but the King is insistent that he receive proper training if he is to one day lead the kingdom in this age of magic.  The King is utterly without magical talent, however, and asks that you train his son in his stead.  Please describe the training regime he's to be put on, and what spells heis to be taught. Remember that heis utterly untrained in the magical arts, and will likely be unable learn every spell in our arsenal - let alone be able to perform National Effort spells - in a single year.

Whichever side trains their heir to be a more competent mage will win a bonus revision for the next turn.



It is 939, the Design Phase.

Spoiler: State of Forenia, 939 (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)

Chiefwaffles

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Re: Wands Race - [Arstotzka]
« Reply #2978 on: June 10, 2017, 12:36:53 am »

I can't seem to find the Plains bonus. Anyone know what it is?


Anywways.
We're doing great! We just need to push the advantage at land a bit more, but more importantly, regain the advantage at sea. So for now I'm just going to make some quick design summaries. If no one else posts, I'll edit it fuller designs later.

Crystalclad MK2 (Name Pending)
The MK2 is completely enclosed in crystal, with systems allowing its weapons to safely fire out of the hull while retaining firing angles. The ship upgrades the steam engines to make it faster, and is big enough to fit an additional HC1-E and/or some number of AS-HAC-1s.
It being completely encased in crystal protects it against lightning, more weapons = better, and better speed is just good.

Crystal Optics (Revision probably)
Would just help now, and a lot in the future. Crystal Optics, in its base form, allows for a Crystal Spyglass that can be used for safe and precise long-range spotting far superior to the flare. Doesn't obsolete the flare, as it can still be used for communication.

Steam Rifles
Actually possible now, thanks to the AS-HAC-1. Would help against their carpets, in a sniper role, potentially in melee, and not much in skirmish. Would actually be quite useful at sea as our soldiers could snipe their ship crew, and eliminate their
If we do the Crystal Optics revision afterwards, we can have the revision actually do Crystal Scopes on the rifles that can also spot for cannons. Would make snipers with Steam Rifles super powerful.

APC
Equipped with an AS-HAC-1 turret, an armored APC could really help our soldiers in the field. Though I don't think we need to focus this much on land at the moment. But it would help secure our advantage at land by a lot, and we could potentially use the revision for something that helps at sea.

AS-HAC-2
A self-loading cannon. Would be much more useful as anti-air and in its other roles. Maybe automatic or semi-automatic, but its main feature is that it would use easy-to-load magazines and loads shells into the chamber by itself instead of requiring each shell to be loaded. See my AS-HAC-2 future design I posted earlier. It would also include the HC2's Steam Recycler to practically eliminate the need for water.
This would really help

Explosive + Flak Shells
Boring, but would be really useful. Explosive shells can be designed and would give our artillery in every theatre a huge benefit + make all our cannons better against armor(?). Then we can revise Flak Shells to basically end Moskurg's air domination, allowing us to advance at sea once more.

And of course, I'm sure there are also spells we could do. I still want the shade spell in general, but it unfortunately doesn't seem relevant enough to what we need to do this turn.
EDIT: One benefit of just making a spell is that we can use it to help towards the Revision Credit. I don't have much hope in winning over Moskurg, considering our Magitech probably isn't worth much here.


Also, reminder that we still have the Research Credit. I think we should do a landmark design this turn using it.
« Last Edit: June 10, 2017, 12:39:07 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!

evictedSaint

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Re: Wands Race - [Arstotzka]
« Reply #2979 on: June 10, 2017, 12:44:01 am »

Plains bonus is manpower or horses or anything else that makes sense

RAM

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Re: Wands Race - [Arstotzka]
« Reply #2980 on: June 10, 2017, 12:58:16 am »

Ritual of the Enflamed Wasp
A ritual requiring three apprentices and a more experienced leader upon a newly developed circuit that focuses the efforts of multiple wizards onto a single spell, binds the wizards to that spell, and stabilises(largely by averaging the results) the spell against minor mishaps or interruptions in the casting process. When the spell completes, the three apprentices enter a trance and become immobile, while the leader holds the spell until they are ready to activate it by providing summoning coordinates in bearing and altitude from their current position.
The spell has no theoretical limit on its maximum range or the size of the wasps, but there is a practical limit on the endurance of the wizards as they cannot eat, sleep, drink, or move their feet, for the duration. The accumulation of power from the ritual massively increase the maximum range, allowing it to reach enemy airships. The number of fire wasps has been reduced to only three, but these three wasps are controlled by the apprentices as though the wasps were their own(and only) bodies. We paid special attention to mental feedback and added extra insulation to ensure that apprentices not die when the wasps die. The wasps are also massively enlarged, often half the size of a grown soldier, with a stinger as large and strong as a steel spear and thrust with a muscular abdomen twice as wide as the strongest soldier's arm. But often it is enough to just smash a few jars filled with hotsauce that the keggers like to leave lying around...


Jetbirds
Hawks can't lift armour, Not even crystal armour. Fortunately, they can control flight! So we just need a way to move the armour for them. Regenerative crystal allows us to use much lighter crystals, especially complex hollow multilayered crystal structures to account for brief fractures while having a very low mass. This allows the construction of ultralight pulse-jets*. We affix a pulse-jet to the hawk's back, along with some light, structured crystal armour(With special wing reinforcement and goggles to protect against high speeds), a four-pronged lightning-bypass, and some lethal crystal talon and beak extensions.

*Pulse-jet
A crystal tube with two necks with cages on one side and a tightly-fitting cork loose within the cages. A repeating fireball spell is remotely detonated between the two necks. The fireball pushes the front cork into the neck and [atmospheric medium] out the back. The sudden absence of the firball pulls the rear cork into the nec and pulls [atmospheric medium] into the front. This produces a jet of [atmospheric medium] in one direction in frequent pulses.


Pillar of unmagic
By focusing all of our mathemagical and trigothaumical developments, along with our experience of the forever frost towers, we construct a great tower with an intricate core of quartz, with dimond studding on key locations allowing exposed magical pathways which permit fine control of the effect. This is, in essence, a giant antimagic charm, but capable of detailed attunement. It will, with careful handling and a large amount of time spent measuring its effects and trial-and-erroring precisely what is needed, be able to select a single spell and absorb all instances of it within a single theatre of battle.


Plains bonus is manpower or horses or anything else that makes sense
Plains hawks?
Grain?
« Last Edit: June 10, 2017, 01:01:35 am by RAM »
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RAM

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Re: Wands Race - [Arstotzka]
« Reply #2981 on: June 10, 2017, 01:20:13 am »

Quote
0 Crystalclad MK2
0 Crystal Optics
0 Steam Rifles
0 APC
0 AS-HAC-2
0 Explosive + Flak Shells
0 Ritual of the Enflamed Wasp
0 Jetbirds
0 Pillar of unmagic
0 http://
CC2 needs enclosed turrets. Otherwise jhust revise it to use some covered chimneys to breath for the boilers while they are protected. Or maybe a summon water spell?
Optics would be better with some light enchantment derived from flare spells. We already know how to refine light, so getting it to make a view brighter should be within the bounds of plausibility. Night vision would, obviously, be very nice, and consistent illumination conditions would help a lot with sighting in general.
Ground stuff isn't enough. Anything that can't shoot at extreme range is pretty much worthless at this point. So long as everyone has armies in the field nobody can claim the field.
I feel that face-seeking shells are probably plausible if a wizard does it.
Ritual is mostly about getting extreme-range spells, which seems important unless we want our own flying vehicles, which would be silly considering that we can just summon stuff. And I don't thinkthat they want to be using antimagic around their magically-held-aloft devices.
Jetbirds are jetbirds. Should be somewhat lightning resistant, lethal, and crazylolepicsome.
Pillar of unmagic to turn off their wind, or levitation, or whatever one spell they are using to automatically win a single region... Roflstomp the desert by making their whole army crash and die.
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VoidSlayer

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Re: Wands Race - [Arstotzka]
« Reply #2982 on: June 10, 2017, 02:07:55 am »

We need to concentrate on the seas.  The spell they are using is devastating us.  I don't even know how we could counter complete control of the storms.

RAM

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Re: Wands Race - [Arstotzka]
« Reply #2983 on: June 10, 2017, 02:30:34 am »

We need to concentrate on the seas.  The spell they are using is devastating us.  I don't even know how we could counter complete control of the storms.
well, a floating tower of forever frost would probably do it...
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andrea

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Re: Wands Race - [Arstotzka]
« Reply #2984 on: June 10, 2017, 02:39:45 am »

doubt it... frost stops lightning, but what is killing us is waves.  you could freeze the sea, but our ship can't travel through ice and their ships can fly.

Against big waves, a possible solution would be a big, heavy ship. Or maybe make flyers of our own? we have the temperature magic to make hot air baloons, I would think. Or, keep increasing our falcons until we can ride them ( falcon riders with fireballs and rifles, yes!)

or we could not worry excessively this turn. Only place where not losing ground truly matters is mountain and that is unaffected by sea.

That side, if we do, for example, rifles or similar this turn they would have to be crystal made, because we don't have the metal bonus yet.

@Chiefwaffles about HAC-2 , the reason we don't have a steam regenerator for the cannons is that steam needs to escpae the barrel to actually propel the projectile most efficiently. You aren't recovering much water without losing some projectile power, or adding magic to recover steam.
A better solution may be summoning water.
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