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Author Topic: Sorcerers @ War - Game Thread [Turn 8]  (Read 6208 times)

Iituem

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Re: Sorcerers @ War - Game Thread [Turn 1]
« Reply #15 on: January 09, 2018, 07:01:57 am »

Spoiler: Clans of Defiance (click to show/hide)
Spoiler: Depths of Valdivia (click to show/hide)

Changelog:  Scout view distance is being nerfed to 1 after being discovered to be rather OP.  Anyone who raised a scout this turn still got the one-off view distance bonus, but they will no longer provide the sight bonuses they did.

Terrain Combat Effects

Independent of fortification bonuses, rough terrain types now have properly implemented the combat effects they were always meant to have.  Combat on plains, desert, arctic and sea terrain is unaffected, but hills, mountains and forests now have unique effects.

Hills:  Hills provide a 10% bonus to defender artillery power, a 25% bonus to defender ranged attack and armour, a 20% bonus to defender trap strength, a -25% penalty to attacker charge power, a 10% bonus to defender skirmish power and a 5% bonus to defender melee attack and armour.

Mountains:  Moutnains provide a 25% bonus to defender artillery power and a -10% penalty to attacker artillery power, a -25% penalty to attacker ranged power and a 50% bonus to defender ranged attack and armour, a 20% bonus to defender trap strength, a -50% penalty to attacker charge power and a -25% penalty to defender charge power, a 10% bonus to defender skirmish power and a 5% bonus to defender melee attack and 10% bonus to defender melee armour.

Forests:  Forests provide a -25% penalty to attacker and defender aerial power (airstrikes, such as a hypothetical meteor spell), a -50% penalty to attacker and defender artillery power, a -25% penalty to attacker ranged power and a 10% bonus to defender ranged armour, a 50% bonus to defender trap strength, a -25% penalty to attacker and defender charge power, a 50% bonus to defender skirmish power, and a -50% penalty to attacker and defender buzzer power.

In brief, hills and mountains are best for defenders who employ artillery and ranged weapons, forests are best for defenders who employ traps and skirmishers and especially those who want to evade an aerial foe, while any sort of rough terrain is desirable for defending against cavalry.
« Last Edit: January 09, 2018, 02:50:41 pm by Iituem »
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

NUKE9.13

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Re: Sorcerers @ War - Game Thread [Turn 1]
« Reply #16 on: January 09, 2018, 07:52:37 am »

Spoiler: Heth Garand Turn 2 (click to show/hide)

Spoiler: Fluff (Public) (click to show/hide)
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Long Live United Forenia!

Taricus

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Re: Sorcerers @ War - Game Thread [Turn 1]
« Reply #17 on: January 09, 2018, 08:57:58 am »

Spoiler: Varxsea Turn 2 (click to show/hide)
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Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

10ebbor10

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Re: Sorcerers @ War - Game Thread [Turn 1]
« Reply #18 on: January 09, 2018, 09:47:18 am »

« Last Edit: January 10, 2018, 01:12:39 am by 10ebbor10 »
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Shadowclaw777

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Re: Sorcerers @ War - Game Thread [Turn 1]
« Reply #19 on: January 09, 2018, 09:56:48 am »

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frostgiant

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Re: Sorcerers @ War - Game Thread [Turn 1]
« Reply #20 on: January 09, 2018, 12:53:17 pm »

Empires of Fredek

Spoiler (click to show/hide)
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Terenos

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Re: Sorcerers @ War - Game Thread [Turn 2]
« Reply #21 on: January 09, 2018, 04:29:53 pm »

Spoiler: Kingdom of Trelia (click to show/hide)
« Last Edit: January 10, 2018, 12:00:23 am by Terenos »
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But despite what you've been told, I once had a soul. Left somewhere behind...

Criptfeind

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Re: Sorcerers @ War - Game Thread [Turn 2]
« Reply #22 on: January 09, 2018, 09:55:15 pm »

« Last Edit: January 10, 2018, 06:33:20 am by Criptfeind »
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Tiruin

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Re: Sorcerers @ War - Game Thread [Turn 2]
« Reply #23 on: January 10, 2018, 12:45:02 am »

Flavor below in another post so I can quicken the processing by posting my turn nao.
Also edited post because typo.
« Last Edit: January 10, 2018, 12:56:53 am by Tiruin »
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Iituem

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Re: Sorcerers @ War - Game Thread [Turn 2]
« Reply #24 on: January 21, 2018, 11:31:34 pm »

Turn 3 - Scouting Parties

Spoiler: Roosts of Aeriala (click to show/hide)
Spoiler: Kingdom of Heth Garand (click to show/hide)
Spoiler: Autarchy of Varxsea (click to show/hide)
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Iituem

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Re: Sorcerers @ War - Game Thread [Turn 2]
« Reply #25 on: January 21, 2018, 11:32:27 pm »

Spoiler: Empire of Fredek (click to show/hide)
Spoiler: Kingdom of Trelia (click to show/hide)
Spoiler: The Virtuous Lands (click to show/hide)
« Last Edit: January 24, 2018, 05:16:14 pm by Iituem »
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Iituem

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Re: Sorcerers @ War - Game Thread [Turn 3]
« Reply #26 on: January 21, 2018, 11:34:28 pm »

Spoiler: Clans of Defiance (click to show/hide)
Spoiler: Depths of Valdivia (click to show/hide)

Additionally, here is a key for the player maps.

« Last Edit: January 22, 2018, 08:27:59 am by Iituem »
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

frostgiant

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Re: Sorcerers @ War - Game Thread [Turn 3]
« Reply #27 on: January 22, 2018, 12:29:42 am »

3rd turn of the Fredek Empire
Spoiler (click to show/hide)
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Shadowclaw777

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Re: Sorcerers @ War - Game Thread [Turn 1]
« Reply #28 on: January 22, 2018, 12:50:14 am »

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Taricus

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Re: Sorcerers @ War - Game Thread [Turn 3]
« Reply #29 on: January 22, 2018, 01:16:49 am »

Spoiler: Varxsea Turn 3 (click to show/hide)
« Last Edit: January 22, 2018, 01:30:00 am by Taricus »
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Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll
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