Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 17 18 [19] 20 21 ... 24

Author Topic: Wands Race 2: The Great War - Abbraccio  (Read 22580 times)

NUKE9.13

  • Bay Watcher
    • View Profile
Re: Wands Race 2: The Great War - Abbraccio
« Reply #270 on: February 05, 2019, 01:40:32 pm »

Anyone got anything to add? No?
...
:/

Well, whatever. I blame everyone but me for not contributing if this plan doesn't work out.

Quote from: One Man, One Votebox
Plan A: (1) NUKE9.13
Logged
Long Live United Forenia!

Jerick

  • Bay Watcher
    • View Profile
Re: Wands Race 2: The Great War - Abbraccio
« Reply #271 on: February 05, 2019, 01:45:09 pm »

Quote from: One Man, One Votebox
Plan A: (2) NUKE9.13, Jerick
I suppose that's fair. But I don't see any problems with this plan
Logged

Atomic Chicken

  • Bay Watcher
    • View Profile
Re: Wands Race 2: The Great War - Abbraccio
« Reply #272 on: February 05, 2019, 01:47:26 pm »

Quote from: One Man, One Votebox
Plan A: (3) NUKE9.13, Jerick, 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. 

Rockeater

  • Bay Watcher
    • View Profile
Re: Wands Race 2: The Great War - Abbraccio
« Reply #273 on: February 05, 2019, 01:51:08 pm »

Quote from: Plan 1
Deployments:
Quote
Murano 1 | Rookie | Footsoldier
Deploy to: Northern Theatre
Mission: Defer to local commanders for when and where to best lead a charge. If local commanders expect initiative, join the main assault, but attack from the slopes rather than the road, taking full advantage of Rabbit's Foot to manoeuvre on uneven ground.
Quote
Torcello 2 | Rookie | Artillery Spotter
Deploy to: Northern Theatre
Mission: Provide long-range scouting and artillery spotting, attempt to work closer with the artillery commanders
Quote
Burano 3 | Competent | Artillery Spotter
Deploy to: Northern Theatre
Mission: Provide long-range scouting and artillery spotting, taking advantage of the Thaumic Radio to enable scouting from positions higher in the mountains whilst remaining in contact with forces in the valley.

Quote from: One Man, One Votebox
Plan A: (3) NUKE9.13, Jerick, AC
Plan 1: (1) Rockeater

Not 100% sure if my plan is better but I feel that our Footsoldiers aren't as game-changers as our spotters now.
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.

NUKE9.13

  • Bay Watcher
    • View Profile
Re: Wands Race 2: The Great War - Abbraccio
« Reply #274 on: February 05, 2019, 01:56:45 pm »

My thinking was that one unit of spotters would be enough to provide intel for the entire force, and that more would just have diminishing returns- whereas you can always use more footsoldiers. I dunno, it depends on how much artillery we brought.
Logged
Long Live United Forenia!

Jerick

  • Bay Watcher
    • View Profile
Re: Wands Race 2: The Great War - Abbraccio
« Reply #275 on: February 05, 2019, 02:29:24 pm »

My opinion is that we've seen that mages get far more xp from combat than from spotting and if we're sending them in together they're far more likely to survive/ be all right. I'm pretty certain at the end of this turn if we use Nuke's plan we'll have all three units at competent.
Logged

Happerry

  • Bay Watcher
    • View Profile
Re: Wands Race 2: The Great War - Abbraccio
« Reply #276 on: February 05, 2019, 07:41:45 pm »

Quote from: One Man, One Votebox
Plan A: (3) NUKE9.13, Jerick, AC
Plan 1: (2) Rockeater, Happerry
Artillery spotting seems like a better use of them to me, honestly.
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.

stabbymcstabstab

  • Bay Watcher
  • OW SNAP!
    • View Profile
Re: Wands Race 2: The Great War - Abbraccio
« Reply #277 on: February 05, 2019, 09:37:27 pm »

Quote from: One Man, One Votebox
Plan A: (4) NUKE9.13, Jerick, AC, Stabby
Plan 1: (2) Rockeater, Happerry
Logged
Long Live Arst- United Forenia!
"Wanna be a better liberal? Go get shot in the fuckin' face."
Contemplate why we have a sociopathic necrophiliac RAPIST sadomasochist bipolar monster in our ranks, also find some cheese.

evictedSaint

  • Bay Watcher
  • if (ANNOYED_W_FANS==true) { KILL_CHAR(rand()); }
    • View Profile
Re: Wands Race 2: The Great War - Abbraccio
« Reply #278 on: February 09, 2019, 10:41:21 pm »


Design Phase, Turn 3

5 Dice Available.

A fresh Unit of Mages has completed training and are now available for deployment.

Murano 1 and Torcello 2 have become Competent.

Thaumic Radio v2 has been COMPLETED.

Fulcrum Armor v4 has been COMPLETED.

Our Impressive Performance at Kobarid has gained the attention of General Feo.

King Gioffre II's birthday is coming up soon.  Despite the war, this will be a big event, with all the heads of state and top brass attending.  This could be a good chance to earn a Favor, if we impress him with a present...developing something like that would need to be done during Revision and would cost a Die to make - plus, we would have to think up something he would like.



Spoiler: Relations (click to show/hide)
Spoiler: Equipment (click to show/hide)
Spoiler: Projects (click to show/hide)

NUKE9.13

  • Bay Watcher
    • View Profile
Re: Wands Race 2: The Great War - Abbraccio
« Reply #279 on: February 10, 2019, 05:40:10 am »

Right. I'd like to start a nightvision project this turn- if we can't be invisible, we can at least walk around in the dark. However, we might not have the necessary dice. I agree that creating a loadout that makes use of the Gauntlets could be useful- which requires that the darts work. So, before we do anything, I'd like to ask eS:

Does Gauntlets of Force + Freccettes work as expected? Like, we have them, we can presumably test them on a firing range- can Competent mages put them in (or, considering their speed, through) targets with a reasonable degree of precision?

If not, revisions to the Freccettes and/or Gauntlets would be required.

I'm guessing that spending one die to get a royal favour is probably worth it, but the question is, can we come up with something the king would want? Currently my best idea is a variant of Fulcrum Armour that, instead of resembling a trench coat, resembles whatever the king likes to wear, with improved enchantments that can operate without draining a mana pool (for at least an hour- should be feasible, given that Rabbit's Foot can be used by muggles for an hour, and I'm sure the king has access to mages who could recharge it for him), which his majesty could wear during public appearances. No getting Franz Ferdinand'd for our monarch!
Logged
Long Live United Forenia!

Madman198237

  • Bay Watcher
    • View Profile
Re: Wands Race 2: The Great War - Abbraccio
« Reply #280 on: February 10, 2019, 12:34:56 pm »

Yep, we're deadly.

Anyway, possibility from Discord: Spend a die to advance Svanire (getting the usual 2 would make it reach 50% one turn earlier and let us potentially start doing some things with invisibility or light-bending again, getting a 5 would reach 50% immediately), then do a new loadout and the King's project (I rather like the no-shooting-the-King option), maybe with a revision to the Gauntlets if necessary.

Then we either save dice or do some more revisions.
Logged
We shall make the highest quality of quality quantities of soldiers with quantities of quality.

evictedSaint

  • Bay Watcher
  • if (ANNOYED_W_FANS==true) { KILL_CHAR(rand()); }
    • View Profile
Re: Wands Race 2: The Great War - Abbraccio
« Reply #281 on: February 10, 2019, 12:54:35 pm »

Yeah it works

NUKE9.13

  • Bay Watcher
    • View Profile
Re: Wands Race 2: The Great War - Abbraccio
« Reply #282 on: February 10, 2019, 01:26:01 pm »

So, I mentioned this on Discord, but I was thinking about Svanire, right?
It's no use for hiding people. But what about hiding ships?
150m is knife-fight range in naval terms. One unit with Svanire could render our entire navy invisible (for an hour).
I've pretty much convinced myself that this justifies not scrapping Svanire, but instead revising it a few times to fix some bugs (eg rendering the user totally blind) and maybe improve on it a little (longer spell duration?). Not this turn, nor should we try to rush Svanire to completion- I mean, we don't even have any Experienced units yet. But this could be huge.

Anyway, the darts work, that's good. Means we don't need any revisions. I propose that this turn we:
-Start a night vision project (3 dice)
-Make the king's present (1 die)
-Create a new loadout (1 die)
Logged
Long Live United Forenia!

Jerick

  • Bay Watcher
    • View Profile
Re: Wands Race 2: The Great War - Abbraccio
« Reply #283 on: February 10, 2019, 01:49:50 pm »

Quote from: Design: Rabbit's Speed
Taking lessons from the lucky rabbit's foot and our kinetic enchantments rabbit's speed is a mobility enhancing enchantment placed on our mage's boots. What this enchantment does is create kinetic bursts from the shoes which propel the mage at great speeds when triggered. This leap is monitored and controlled by a secondary enchantment that is a very similar but more potent version of the lucky rabbit's foot which adjusts each leap so that it is safe. This enables our mages to rapidly traverse the battlefield safely in a very intuitive manner.
Something for mobility. As for the Svanire I hadn't considered navel options when voting to scrap it earlier so lets see what we can do with it.
Logged

NUKE9.13

  • Bay Watcher
    • View Profile
Re: Wands Race 2: The Great War - Abbraccio
« Reply #284 on: February 10, 2019, 02:31:38 pm »

OWL Goggles:
It is a fact that the enemy can't see us when it is dark. Unfortunately, it is also a fact that we can't see the enemy either, or for that matter any obstacles between us and them. At least, that was the case- but it need not be.
The Observation Without Light Goggles will enable the user to see at night- without betraying their position by using a (visible) light source. Simply put on the goggles, enable the enchantment, and the world will be visible (in black and white) no matter how dark it gets. How? Magic. More specifically, pseudoptic thaumic radiation.
The OWL Goggles consist of two parts. The first is a 'searchlight' that emits pseudoptic thaumic radiation- a fancy name for magical energy that acts like light, in that it reflects off of solid objects (some materials may be 'translucent' to PTR). The second is a sensor (or two sensors, one per eye) that detects thaumic radiation (magical energy), then converts it into visible light. The 'searchlight' is mounted above the goggles, and projects PTR in a forwards cone. The PTR reflects off of solid objects (eg the ground, trees, enemy soldiers), causing some of it to make its way back to the sensors. The sensors convert the PTR into visible light, which the user can then see. As the PTR travels further, it is naturally spread out thinner, meaning less is reflected- which in turn means that more distant objects appear less bright.
Of note, whilst the sensors are attuned to PTR, all forms of thaumic radiation will be made visible- although most spells and enchantments attempt to keep the magical energy contained in the area of effect, and will not generate thaumic radiation specifically designed to travel long distances, it is expected that some leakage is inevitable, resulting in OWL Goggles allowing the user to (faintly) 'see' magic happening near them.
Logged
Long Live United Forenia!
Pages: 1 ... 17 18 [19] 20 21 ... 24