Combat for 938Arstotzka 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.Northern Taiga: 4/4 Arstotzka, 0/4 Moskurg
Central Mountains: 4/4 Arstotzka, 0/4 Moskurg
Western Jungle: 3/4 Arstotzka, 1/4 Moskurg
Eastern Plains: 4/4 Arstotzka, 0/4 Moskurg
Southern Desert: 0/4 Arstotzka, 4/4 Moskurg
Northern Sea: 4/4 Arstotzka, 0/4 Moskurg
Western Sea: 0/4 Arstotzka, 4/4 Moskurg
Eastern Sea: 0/4 Arstotzka, 4/4 Moskurg
Southern Sea: 0/4 Arstotzka, 4/4 Moskurg
Broadsword: An iron age classic. A double-edged blade designed for speed, flexibility and force. Requires training to wield, can be used one or two handed. Removable pommel for throwing.Cheap.
War Axe: Can be used as a tool in a pinch, this is a single-handed weapon that does well against heavily armoured foes. Can be used with minimal training. Cheap.
Wooden Shield: General infantry equipment. Couples well with an axe, cheap, easy to replace. Works best in heavy melee. Can be used with minimal training. Cheap.
Hide Armour: General infantry armour. Cheap, thanks to the plentiful sheep in the taiga. Turns aside weak blows. Cheap. Obsolete.
Gambeson: A leather armoring doublet designed to go with plate armor. Helps protect against arrows.
Chain Mail: Officer armour. Expensive, due to the steel required. Very effective against most weapons. Expensive. Obsolete.
Plate Mail: General infantry and officer armour. So well designed it costs surprisingly little to make. Normal cost.
Longbow: General infantry weapon. Difficult to find wood and requires a lot of training, but long ranged and powerful. Cheap.
Shire Horse: A heavy riding horse. Survives and rides well in cold weather. Powerful charge. Normal Cost.
Longship: Oar-rowed wooden ship. Slow, but sturdy, and can carry large numbers of landing troops. Very Expensive.
Steam Engine: A highly expensive and enormously heavy steam engine. Uses a steam turbine to generate power. Uses PSF's and a steam recycler with enchanted gold etchings to manage heat. Expensive.
SPB "Fog-O-War": Boat using two steam engines for power. Slightly faster than Moskurg ships. Tends to sink after the first hit. Very Expensive. Obsolete.
AS-SPB2-Crystalclad: Boat using a crystal hull, two steam engines, and three HC1-E's. More resilient, higher firepower, and just as fast as the Fog-O-War. Deck tends to be slippery. Equipped with a single HAC-1 for point-defense. Expensive.
Wand of True Light: Seeds doubt in enemy minds. Theatre-wide effect. Moral penalty. National Effort.
AS-STV-1 "Restless": Steam train. Crystal structure. Can carry troops and supplies to the front line. Little power, but can pick up to the speed of a horse in gallop. Very Expensive.
Magegems: Magical batteries. Comes in A, AA, and AAA forms. A is the largest, and could possibly power a couple flare spells. AAA is the smallest, and could maybe power some sort of time-keeping device. Cheap-Very Expensive.
HA1: Arstotzkan heavy artillery. Fires at beyond line-of-sight range. Requires three apprentices to operate, plus loading and water crew. Uses nickel circuitry to cool the cannon. Breech-loaded. Expensive.
Equalizer: Anti-magic shell. Dispells all magic around it. Difficult to produce and fire, dangerous to use. Expensive.
HC1: AKA the "Extreme-Range Hybrid Cannon". Arstotzka's first cannon. Uses a fireball and steam to propel a fist-sized iron ball Long-Range. Inaccurate, but can be loaded quickly. Has a tendency to crack. Cheap. Obsolete.
HC1-E: The Elite version of the HC1. Fires at Extreme-Range. Uses rifling, ballistics, and an overall better and more consistent design. Utilizes enchanted nickel etching for barrel cooling. Advanced barrel manufacturing makes them cheaper. Breech-loaded.Cheap.
HC2: A failed attempt to upgrade the HC1 with auto-cooling barrel and ambitious steam recycler. Explodes or breaks after every shot. Very Expensive. Obsolete.
AS-HAC-1: An all-crystal small-caliber cannon. Swivel-mounted. Breech-loaded. Aimed through horse-hair crosshairs. Relatively short reload time. Uses a "bolt action" for loading. Circuit-cooled. Expensive.
Arzotskan Academy for Adequate Apprenticeship: Basic magic training for apprentices. Allows them to be more useful on the offensive. Very prestigious. Actively recruits new apprentices.Expensive.
Crystalworks: A workshop that produces crystal items cheaply, permanently, and with a mild brittle factor. Crystals can repair microfractures, eliminating the need for maintenance. Expensive.
Wand of Fireballs: Hurls fireballs at a distance, able to destroy whole squads at a time. A National Effort. Obsolete.
Minor Towers of Forever Frost: Small, complicated towers that have to be assembled in place and requires the skill of several wizards to operate. Creates a very powerful cold evocation and then channels it directly into the air, consistently lowering temperatures within a radius of about fifty miles. Can induce snow in the jungle during the winter, freezing rain in the summer. Now made with pre-inscribed marble blocks.Expensive.
Anti-Magic Charm: A magically enchanted quartz crystal. Hums loudly in the presence of magic, and prevents magic from being conjured inside the very limited range. Expensive.
Anti-Magic Bomb Arrows: Arrows that explode on contact with magic into red-hot, razor-sharp crystal shards.
Magic Lance: Conjures a set of lances for a cavalry squad. Thick enough not to break on use. Cheap.
Magic Axe: Conjures a set of long axes for officers. Cheap.
Dogwood Wand: Wand that allows the user to accelerate the growth of a patch of plants to an area and height equal to their own height. Wands are cheap to make, but don't last very long. Cheap.
Anti-Mages: Mage hunters equipped with longbows, anti-magic charms, anti-magic arrows, falcons, and the best armor we can give them. Excel at sniping enemy mages.
Obscuring Mist: Cloaks a squad in a fog cloud, hiding their numbers and equipment, and making them harder to hit at range.
Variant (Channeled Fog): A denser form of Obscuring mist, continuously generated.
Summon Swarm: Conjures a swarm of stinging wasps to harass foes. Expensive.
Variant (Fire Wasps): Conjures stinging wasps that can start small fires. Expensive.
Webs: Conjures a sticky web, immobilizing an entire squad and preventing them from moving. Very Expensive.
Fireball: Hurls fireballs at a distance, able to destroy whole squads at a time. Damaging side effects harm morale. Very Expensive. Obsolete.
Minor Fireball: Smaller version of fireball. Doesn't cause collateral damage, but doesn't explode on impact. Expensive. Obsolete.
Streamlined Fireball: Hurls small balls of fire that explode on impact. Devastating against massed troops. Cheap.
Flare: A small, harmless fireball. Comes in many different colors. Cheap.
Firewall: Creates static walls of fire. Long casting time, concentration sustain. Very Expensive.
Crystal Caltrops: Jagged crystals designed to lay in the grass and catch enemy troops unaware. Good for defense. Normal Cost.
Behavior Rules. Please Read.As inspired by the "Behavior Rule" attached to Sensei's new Arms Race thread, I've decided to adapt them to Wand Race. Most of these are blatantly copied from his thread, and I expect them to be followed. After running this game for a few weeks now and following the last Arms Race, I'm aware that they're prone to attracting bad attitudes. Keeping the game smooth, on schedule, and argument free is probably a greater concern of mine than whatever you are arguing about: I expect you to be mature and adopt the same attitude.
1. Don't be salty! If at any time you find yourself having an urge to mouth off at another player, step away from the keyboard, go outside, and take a breath. Seriously. Players who repeatedly get angry or passive aggressive will be asked to leave. If you have an issue with the way the game is being run, DO NOT expect a tantrum to get you what you want.
2. Keep in mind that I am not a historian, so there will sometimes be mistakes and inaccuracies. Even in the best of circumstances, minor inconsistencies are a common occurrence. If some piece of equipment is imbalanced/unrealistic, I might consider changing it if you bring it up once -AND ONLY ONCE- and politely state your argument. However, I will err on the side of consistency with my own game, I do not like to go back and change things. Sometimes it is more important to simply keep the game running smoothly than other concerns.
3. Do not accuse me of being biased. Do not accuse me of being biased. I put a lot of effort into being objective and fair and being accused otherwise is pretty fucking irritating. On multiple occasions this has nearly derailed the game and made me want to abandon it all together. I have absolutely no more patience for this, and if you do it YOU WILL BE BANNED.
4. Do not spy on the other team's private thread. Trust me, playing fair is more fun for everyone! If you suffer from a lack of self-control and cannot stop yourself from spying, keep it to yourself. Do not use it to metagame. And do not post what you saw in the central thread. This has happened multiple times now, and if you do it you will be banned with no warning.