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Author Topic: Wands Race 2: The Great War - Abbraccio  (Read 22627 times)

NUKE9.13

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #180 on: January 14, 2019, 04:53:38 am »

We could make loadout with the radio next round anyway, so unless we will somehow get one of our crews level up in until then, we can save the die we planned to use for that loadout this revision phase and use it in the next one, leaving the advancement die to do something else, and I support the armour because I want to get our team experience faster so them not getting killed is useful.
No, because, see, we want to include the radio in the artillery spotter loadout, which we definitely want to deploy this turn- it's our greatest strength. We don't want to have to spend another die next turn.
As for the armour, we can still deploy it even if it isn't finished, in the following loadout:
Quote
'Footsoldier':
 -Fulcrum Armour (6*1.5=9)
 -Trench Broomstick (6)
 -Lucky Rabbit's Foot (4)
 -Pavle Sidearm (1)
 Total cost: 20

See? Best of both worlds.
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Long Live United Forenia!

Jerick

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #181 on: January 14, 2019, 05:02:06 am »

Quote from: Votes
Project Progress
1 die to Fulcrum Armour, +1 rush die: (2) D7, Rockeater
1 die to Thaumic Radio: (3) NUKE9.13, Jilladilla, Jerick
1 die to Trench Broomstick, +1 rush die: (5) NUKE9.13, D7, Rockeater, Jilladilla, Jerick

Dice spent
Two : (4) NUKE9.13, D7, Jilladilla, Jerick
« Last Edit: January 14, 2019, 05:10:22 am by Jerick »
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Rockeater

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #182 on: January 14, 2019, 05:10:44 am »

Fair enough
Quote from: Votes
Project Progress
1 die to Fulcrum Armour, +1 rush die: (1) D7,
1 die to Thaumic Radio: (4) NUKE9.13, Jilladilla, Jerick, Rockeater
1 die to Trench Broomstick, +1 rush die: (5) NUKE9.13, D7, Rockeater, Jilladilla, Jerick

Dice spent
Dice Spent=x∈Z,  1<x<3 : (4) NUKE9.13, D7, Jilladilla, Jerick
« Last Edit: January 14, 2019, 05:12:43 am by Rockeater »
Logged
Damnit people, this is why I said to keep the truce. Because now everyone's ganging up on the cats.
Also, don't forget to contact your local Eldritch Being(s), so that they can help with our mission to destroy the universe.

Happerry

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #183 on: January 14, 2019, 05:25:39 am »

Quote from: Votes
Project Progress
1 die to Fulcrum Armour, +1 rush die: (1) D7,
1 die to Thaumic Radio: (4) NUKE9.13, Jilladilla, Jerick, Rockeater
1 die to Trench Broomstick, +1 rush die: (6) NUKE9.13, D7, Rockeater, Jilladilla, Jerick, Happerry

Dice spent
Dice Spent=x∈Z,  1<x<3 : (7) NUKE9.13, D7, Jilladilla, Jerick, Happerry
Logged
Forenia Forever!
GENERATION 11: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

NUKE9.13

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #184 on: January 14, 2019, 05:31:15 am »

(In case anyone's confused by the number of dice being spent, the integer between 1 and 3 is clearly cursed, considering how often we've rolled it, so we've decided to avoid using it whenever possible)
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Long Live United Forenia!

Madman198237

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #185 on: January 14, 2019, 10:39:10 am »

Quote from: Votes
Project Progress
1 die to Fulcrum Armour, +1 rush die: (1) D7,
1 die to Thaumic Radio: (5) NUKE9.13, Jilladilla, Jerick, Rockeater, Madman
1 die to Trench Broomstick, +1 rush die: (7) NUKE9.13, D7, Rockeater, Jilladilla, Jerick, Happerry, Madman

Dice spent
Dice Spent=x∈Z,  1<x<3 : (8) NUKE9.13, D7, Jilladilla, Jerick, Happerry, Madman
Logged
We shall make the highest quality of quality quantities of soldiers with quantities of quality.

evictedSaint

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #186 on: January 14, 2019, 11:46:46 pm »

Design Phase, Turn 1

Accelerated Progress:

Thaumic Radio (3):  We manage to find some academic papers discussing radio wave transmissions, which includes a number of helpful theories on transmission patterns.  At the current rate of progress, the Thaumic Radio will complete 1 turn sooner.

Trench Broomstick (5):  With the sight-based guidance being mostly useless, we skip most of the development work on it and just get the automagic bolt action worked out instead.  The Trench Broomstick has been [COMPLETED].



It is now the Revision Phase, Turn 1.

This is the last Revision Phase before the first Battle Report!  It is recommended to save 1 dice for the Strategy Phase in order to create a Loadout.

3 Dice Available.

Thaumic Radio has passed 50%.
Trench Broomstick has [COMPLETED].

Spoiler: Projects (click to show/hide)

Madman198237

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #187 on: January 15, 2019, 12:10:15 am »

Quote
Trench Broomstick v2
If in doubt, try again. We almost succeeded perfectly on the Broomstick, we really did. To make it truly great, we have refined the targeting enchantment, such that it brings the sightlines of gun bore and both eyes together using a perfectly-straight [i.e., no over-the-horizon arcing of the tracers] version of the Mana Tracers enchantment, this one concerned only with the lines drawn from the three points and their point of convergence, rather than finding a range and making an image and whatnot. The enchantment is activated ONLY by an extension of the Mage's Will, as originally intended, instead of being always-on, and thus works only when the eyes are fixed on a target and the Mage is ready to make the tiny final adjustments for perfect (well, near-perfect. We're only wizards, after all) accuracy.

Oh, and we included a little projection on the bolt for manual operation and a channel. The enchantment's weak enough that we don't even need to bother modifying it, its holding feature is activated by trigger pull anyway. It's no longer treason since this is CLEARLY not a Sava rifle, it is merely a rifle made similarly to the design of the Sava rifle in honor of the King's father.
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We shall make the highest quality of quality quantities of soldiers with quantities of quality.

NUKE9.13

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #188 on: January 15, 2019, 12:38:20 am »

Whilst a simple barrel-stabilising enchantment would be less risky, the original design was merely Normal, so a revision to basically bring it up to target specs shouldn't be too hard. Sure, that'll do.

Quote from: Votebox
Revisions
Trench Broomstick v2: (1) NUKE9.13

Dice to spend
One: (1) NUKE9.13
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helmacon

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #189 on: January 15, 2019, 01:29:42 am »

Why did we not complete fulcrum armor? Our most effective thing?
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NUKE9.13

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #190 on: January 15, 2019, 01:58:53 am »

Why did we not complete fulcrum armor? Our most effective thing?
Because we can afford to deploy it as a prototype. We chose to rush the Trench Broomstick as it would've been easier to fix a bug to that if one occurred.

Here's the loadout using FA:
Quote
'Footsoldier':
 -Fulcrum Armour (6*1.5=9)
 -Trench Broomstick (6)
 -Lucky Rabbit's Foot (4)
 -Pavle Sidearm (1)
 Total cost: 20
See, it works out. If we had completed FA, we'd only have 3 extra budget, which wouldn't be enough for any extra equipment (except SMCM, which wouldn't be much use to them).

Our artillery spotter loadout:
Quote
'Artillery Spotter':
 -Galilei Lensing (4)
 -Thaumic Radio (8*1.5=12)
 -Crystal Mind (1)
 -Pavle Sidearm (1)
 Total cost: 18
Doesn't need FA (they shouldn't be near fighting), and couldn't afford it even if it was complete.
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Madman198237

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #191 on: January 15, 2019, 01:33:39 pm »

Quote from: Votebox
Revisions
Trench Broomstick v2: (2) NUKE9.13, Madman

Dice to spend
One: (2) NUKE9.13, Madman
Logged
We shall make the highest quality of quality quantities of soldiers with quantities of quality.

Atomic Chicken

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #192 on: January 15, 2019, 01:54:04 pm »

Quote from: Votebox
Revisions
Trench Broomstick v2: (3) NUKE9.13, Madman, AC

Dice to spend
One: (3) NUKE9.13, Madman, AC
Logged
As mentioned in the previous turn, the most exciting field of battle this year will be in the Arstotzkan capitol, with plenty of close-quarter fighting and siege warfare.  Arstotzka, accordingly, spent their design phase developing a high-altitude tactical bomber. 

Jerick

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #193 on: January 15, 2019, 01:56:36 pm »

Quote from: Votebox
Revisions
Trench Broomstick v2: (4) NUKE9.13, Madman, AC, Jerick

Dice to spend
One: (4) NUKE9.13, Madman, AC, Jerick
Logged

evictedSaint

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #194 on: January 17, 2019, 01:19:43 am »


Revision Phase, Turn 1

Quote
Trench Broomstick v2
If in doubt, try again. We almost succeeded perfectly on the Broomstick, we really did. To make it truly great, we have refined the targeting enchantment, such that it brings the sightlines of gun bore and both eyes together using a perfectly-straight [i.e., no over-the-horizon arcing of the tracers] version of the Mana Tracers enchantment, this one concerned only with the lines drawn from the three points and their point of convergence, rather than finding a range and making an image and whatnot. The enchantment is activated ONLY by an extension of the Mage's Will, as originally intended, instead of being always-on, and thus works only when the eyes are fixed on a target and the Mage is ready to make the tiny final adjustments for perfect (well, near-perfect. We're only wizards, after all) accuracy.

Oh, and we included a little projection on the bolt for manual operation and a channel. The enchantment's weak enough that we don't even need to bother modifying it, its holding feature is activated by trigger pull anyway. It's no longer treason since this is CLEARLY not a Sava rifle, it is merely a rifle made similarly to the design of the Sava rifle in honor of the King's father.

Revision: Trench Broomstick v2 (3) [Normal]

The second version of the Trench Broomstick includes such amazing features as a modified straight bolt handle and the ability to turn the sight-based barrel adjustments off.  Getting the kinetic aim-assists to improve accuracy proves to be a bit tricky; the first step we take is scaling the force applied way down.  This causes the barrel to lightly adjust towards the targeting line rather than swing wildly towards it. 

The second step we take is improving the accuracy through the application of a secondary Mana Tracer.  A thin engraved metal rod runs down the length of the barrel and projects a weak tracer (due to the simple design) down-range.  The Mage then manually projects a Mana Tracer from their dominate eye and keeps it trained on their target.  The weak tracer will attempt to move towards the stronger tracer using the magical auto-kinetic force applied to the tip of the barrel.  This causes the gun to more or less line up with what the user is looking at, though manual compensation for range and wind speed will have to be added. 

The additional changes don't add any extra cost, but any more bells and whistles will probably increase the price.



It is now the Strategy Phase, Turn 1.

2 Dice Available.

Full-sized map has been cleaned up!

During this phase you will need to create a Load Out.

A Load Out is a list of equipment which totals less than your current Budget (20 Credits). Your Budget is not consumed when making a Load Out and does not decrease.  Each Load Out costs 1 dice to create and lasts forever.  You can apply a Load Out to any and all of your Mage Units - assuming they have the skill level needed to use the equipment, that is what they will use during the next Battle Phase.  There is no penalty for switching a Mage Unit's Load Out.  A Load Out automatically updates to the newest version of a piece of equipment if that item's experience requirement, nature, and expense of the equipment is not changed.  If a project is past 50% completion, it may be added to a Load Out for 150% the cost, or +1 Experience Level if it is an Evocation.

You should also officially decide on cool Code Names for your Mage Units.  Currently, they are named Mage Unit 1, Mage Unit 2, and Mage Unit 3, of Task Force 1.


Spoiler: Equipment (click to show/hide)
Spoiler: Projects (click to show/hide)
Spoiler: Load Outs (click to show/hide)


War has officially broken out, surprising no one.  Germany has besieged fortified Longwy - A.K.A. "The Iron Gate to Paris" near the Luxembourg border.  War has been declared, and as an ally of France we are honor-bound to meet the call to arms. Our accursed neighbor, Kolubaria, is allied with the treacherous Central Powers, and King Gioffre II proudly denounces and declares war on them.  Kolubaria, as if awaiting the announcement, has returned the declarations in kind.

With our military mobilizing and the country going to war, the 208th is expected to produce results after five turns of government funding.  General Feo has issued orders to Captain Campoli, which he has in turn disseminated to those under his command.

Spoiler: In the North (click to show/hide)

Spoiler: In the Gulf (click to show/hide)

Spoiler: In the South (click to show/hide)

You will need to detail where to send each Mage Unit this turn, as well as their Load Out and their goal.  Please keep the orders succinct.

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