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Author Topic: Wands Race 2: The Great War - Abbraccio  (Read 22567 times)

NUKE9.13

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #330 on: March 23, 2019, 12:34:21 pm »

Quote from: VOTEBOX
Solo: (1) Madman
Trench Sweeper: (1) NUKE9.13



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Spend 1 Die: (2) Madman, NUKE9.13
Spend No Dice: (0)

The TB is good, but it could easily be better. I think the TS would have a greater impact than the Solo, although creating a vastly superior sidearm at some point would probably be a good idea. And yeah, now that you mention it, updating our artillery loadout would be a very good idea.
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Madman198237

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #331 on: March 23, 2019, 12:36:16 pm »

Quote from: VOTEBOX
Solo: (0)
Trench Sweeper: (2) NUKE9.13, Madman



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Being an indecisive sort sometimes, I'll vote with NUKE to keep the game moving and because I think both would have extremely useful effects on the battlefield.
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Urist Mc Dwarf

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #332 on: March 23, 2019, 12:55:23 pm »

576]
Quote from: VOTEBOX
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Trench Sweeper: (3) NUKE9.13, Madman, Urist



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Happerry

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #333 on: March 23, 2019, 03:36:14 pm »

Quote from: VOTEBOX
Solo: (0)
Trench Sweeper: (4) NUKE9.13, Madman, Urist, Happerry



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Atomic Chicken

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #334 on: March 24, 2019, 02:31:05 pm »

Quote from: VOTEBOX
Solo: (0)
Trench Sweeper: (5) NUKE9.13, Madman, Urist, Happerry, AC



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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. 

stabbymcstabstab

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #335 on: March 24, 2019, 08:05:32 pm »

Quote from: VOTEBOX
Solo: (0)
Trench Sweeper: (6) NUKE9.13, Madman, Urist, Happerry, AC, Stabby



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evictedSaint

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #336 on: March 24, 2019, 08:40:06 pm »


Revision Phase, Turn 4
Trench Sweeper
Following up on the massive success of the Trench Broomstick, the Trench Sweeper is the next step in the use of magic to be simply better than the soldiers around us. The magazine is converted to a detachable 20-round box magazine instead of the stripper clip-loaded 5-round internal magazine that the Sava '00 and original TB use. Improvements to barrel manufacturing quality, rifling, or the sealing of the breach are done as necessary to improve the rifle's long-range accuracy and smoothness of action. Finally, the barrel-moving enchantment is upgraded a bit, to be capable of very fine aiming for precision sniping against enemy snipers. If you can see their scope glint, you can look at them and pull a Simo Hayha on their sorry optical-aid-requiring faces, without needing any optics of your own.

Revision: Trench Sweeper (5) [Hard]

An upgrade of the wildly successful Trench BoomBroomstick, the Trench Sweeper addresses a number of issues inherit to the original Sava '00. 

The biggest fix, and one that is well-met by our Mages in the field, is expanding the internal box magazine from a humble 5 rounds to a more sizable 20.  This makes the gun a bit more cumbersome as the box now sticks out of the bottom of the gun, but for most purposes this is a negligible issue.  The Trench Broomstick remarkably featured an automated bolt-cycling system which enabled our Mages to fire considerably faster than other infantry in the field, though this tended to burned through the users magazine far too quickly.  With four times as much ammo, this means our Mages are reloading a fourth as often and can afford to be more bold in their maneuvers. 

Upgrading the barrel-moving enchantment proves to be a bit difficult as we continue to run into the same target-identification issue that plagued the Enhanced Optics System.  The Mana Tracer targeting system relies on the user looking at what they want to shoot at and automatically matching the leads, and there's not really any way for us to make that much better than it already is.  However, we can upgrade the auto-kinetic Enchantment on the tip of the barrel to counter-act unintended sway and tremble, as well as applying a downward force to counter recoil.  Considering our Mages can now fire twenty rounds in rapid succession, this will likely be pretty helpful.

Our Magineers are not gunsmiths or experienced mechanical engineers, so the idea to make the internal box magazine detachable was not met with enthusiasm.  However, after contracting a few independent non-magical designers we were able to draw up a satisfactory design that allowed the magazine to be detached and reattached securely.  Although this eliminates the need for stripper clips to reload, the magazines can be a little heavy and awkward to carry, especially considering the ammo pouches on our Standard Uniform '14 doesn't hold a lot of extra room - and the ammo pouches are designed for clips, not the entire magazine.  In the field a Mage might carry one extra clip for emergency reloading, but they will still reload primarily through clips fed into the open bolt when possible.

When addressed with the Sava '00 poor performance at long range, our contracted designers sheepishly admit that there's not a lot that can be done.  Getting much more performance out of the Sava would require re-designing the entire weapon, which is a bit out of scope for this revision.  However, they do point out that the standard bolt is made out of softer steel than what it should be, likely due to cost concerns.  Considering the 208th uses a relatively small batch of rifles, it's possible to afford higher-grade steel for our bolts.  Rifles used by our Mage Company will no longer wear out their bolts over the course of standard use.

The Trench Sweeper requires more elaborate modifications to the standard Sava '00 than the Trench Broomstick did, and thus features a minor increase in cost.

Type: Enchantment
Experience: Rookie
Cost: 7




Strategy Phase, Turn 4

1 Dice left.

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Spoiler: South (click to show/hide)



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Madman198237

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #337 on: March 25, 2019, 03:09:03 pm »

Quote from: New Loadout!
Force Recon
(6) Fulcrum Armour v4
(7) Trench Sweeper
(1) Pavle Sidearm
(4) Galilei Lensing v2
( 8 ) Thaumic Radio v2
(1) Soaring Memory of Crystal Mind, Version 4

Quote from: Force Reconnaissance
Equip ALL units with the Force Recon loadout.

Murano 1, Torcello 2:
Deploy to the Northern front, aid the push on Tolmin. Before the main push, Murano and Torcello will deploy together, recon enemy positions (destroying enemy recon elements whenever they can be found), while Torcello's radiomen guide in artillery based on the two units' recon. During the push, they will act as special forces of a sort, deploying together to take advantage of Torcello's radio contact with the command structure to figure out where artillery support or a sudden flanking assault by magical soldiers might come in handy. Their small unit size compared to any attacking forces will allow them to traverse rougher terrain than the enemy's non-magical deployments will, thus granting them the ability to outmaneuver the enemy and hit with the element of surprise. Oh, and they are *really* hard to kill.

Burano 3, Guidecca 4:
Deploy to the Southern front, defend Porec. Again, the two units will work in concert, using radio coordination, to destroy enemy recon units and find all possible enemy positions within artillery range. During any major enemy pushes, the two units will use their radios, spotting equipment, and numbers to locate points at which the enemy is pushing very strongly or, worse, breaking through, to stiffen the lines and lead counterattacks to reestablish cohesive lines.

EDIT: Lengthier plan spoilered for ridiculous length.

EDIT:
The suggestion was made on Discord, by Jerick, that replacing one of the two Competent squads at Porec with a Gauntlet squad might be a better option than going all-Force Recon. I can assign a Gauntlet squad and have the Gauntlets stick with the Rookies so that they have both spotting equipment and radio contact at all times, as well as having portable artillery, flechettes, and rifles available to them all. However, I would like opinions on the plans and whether this would be a worthwhile improvement first, as I do have concerns about removing a set of spotting equipment and rifles given that those three units are going to end up both in the front lines and scouting, and using Gauntlets drains Mana very, very rapidly.
« Last Edit: March 26, 2019, 05:49:06 pm by Madman198237 »
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helmacon

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #338 on: March 26, 2019, 12:55:42 pm »

I think it would be dumb not to use the gauntlets when they have proven devastatingly effective.
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Madman198237

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #339 on: March 26, 2019, 01:24:11 pm »

I think it would be dumb not to use the gauntlets when they have proven devastatingly effective.

Using the Gauntlets would grant us some more power, yeah, but they burn through Mana rapidly if forced to engage enemies using their Gauntlets, and thus may suffer greatly if deployed into the field before any major engagements start, as they may be out of Mana if they're just returning from counter-recon duty, and will certainly not be able to continue fighting for as long as a rifle squad (Force Recon loadout) will be able to.
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Jerick

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #340 on: March 26, 2019, 02:01:42 pm »

I think your vastly overestimating the mana usage of the gauntlets. They use a more mana than the enemy because the enemy apparently supplements their guys with charms that help with mana use. But mana recharges and the guantlets don't rapidly deplete mana like you seem to suggest. Unless they're in constant combat they'll have time to recharge and they should have plenty of mana for each engagement. It's just that in a mage v mage fight mana is the deciding factor a lot of the time. (Side Note harrassing enemy mages to wear down their stored mana might be a worthwhile tactic to look into especially if we're going heavy into optics and light)
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Madman198237

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #341 on: March 26, 2019, 02:32:29 pm »

I am overestimating nothing. An hour of usage in combat conditions exhausts a Gauntleteer's mana supply, at the Competent level anyway, per the BR. Our Gauntlets use more mana than the TS and Fulcrum Armor do. I'm not talking about the enemy whatsoever right now.

Guys using the TS will be effective for longer than guys on the Gauntleteer loadout during continuous combat, and given that our forces have been steadily pushed back on the road to Porec I expect that we will be the deciding factor there. If we're going to succeed and advance, it will be because we are on the frontlines for long enough to break the enemy's lines and disrupt their Mages' ability to affect the battle, allowing the regular infantry to exploit the breach and drive the enemy back to the next set of defensive lines.
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NUKE9.13

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #342 on: March 26, 2019, 02:50:57 pm »

Guys using the TS will be effective for longer than guys on the Gauntleteer loadout during continuous combat,
Sure, but whilst they're up, a Gauntleteer might do more damage than the TS guy does the whole battle, or do something the TS guy could never do (ie indirect fire) that turns a loss into victory. I think it's definitely worth 1/3 being Gauntleteers- it gives us more flexibility, which is a critical thing.
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Jerick

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #343 on: March 26, 2019, 02:59:15 pm »

Quote
Burano 3 features Abbraccio's new "Gauntleteer" Loadout, mimicking Kolubaria's success with telekinetically hurled shells with their superior "Gauntlets of Force", which allow for harder and more precise telekinetic action despite being an experience level higher and more expensive.

Quote
Burano 3 proves to be particularly valuable, as they are able to act as rapid-response mortar teams coordinated with their own set of Thaumic Radios.  Bottiglia Artillery Shells come down on infantry moving up through tree cover with surprising accuracy as the Gauntlet allows for a more precise level of control and greater force than Kolubaria's Telekinesis.  There's not much call for freccettes, though on the rare occassions enemy forces get dangerously close the sudden blast of metal darts can - and will - shred the unarmored infantry.  Unlike Kolubaria's Front-Line Mages, Abbraccio's Gauntleteers are without Focus Talismans to make the most of their Mana use.  This means that their Gauntlet Sorcery tends to burn through Mana stores about as quickly as Kolubaria's less-efficient Telekinesis Evocation, lessening the decisive edge they have.

Quote
Kolubaria does out-perform with regards to stealth and artillery spotting, but now that Abbraccio can out-match them with portable mortar-type artillery operations their advantages are growing fewer in number. 

These are the only references to the gauntleteers in the BR where are you getting one hour of usage from Madman? I can't find anything to support your mana draining assertions. Also Madman ammo isn't limitless similarly to the gauntlets their is only so many shots they can fire before a resupply is needed. Secondly while they can fire less shots between resupplies compared to the TS the effect of mortar shells on enemy positions is far more profound than rifle bullets.
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Madman198237

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #344 on: March 26, 2019, 03:32:04 pm »

Must not have been in the BR. I'm having trouble finding it as well, wasn't on Discord. It's possible my memory is ridiculously faulty but I could swear that I saw that, and recently too. Just while writing up the strategy, in fact. I don't have time to go digging through the thread right now, so I'll ping eS on Discord to know whether or not I'm mistaken.

When I get back from class I'll edit my second proposed plan to include Gauntleteers.

Ninja edit:
Also, a rifle bullet is indeed less effective than a mortar shell, however our soldiers are so accurate and carry so many more rifle bullets than mortar shells, that we probably will get more kills over the span of an entire day's fighting using rifles when compared to using Gauntlets. The question is whether the rapid killing and shock effects of nearly-pinpoint-accurate artillery strikes are better than sustained killing (and the sustained surviving of a Mage in a Fulcrum coat) over the course of most of the engagement.

In short, which will be more effective comes down to whether we have to break through their lines through a more attrition-type battle, or if we can manage to dislodge them enough in a sudden shock offensive, to the point where regular troops can finish the job even if 1/3 of the Mages assigned to that front rapidly become incapable of continued fighting due to Mana depletion.

ACTUAL EDIT:
Quote from: evictedSaint on Discord
Hmmm.  I dont have an exact time in mind.  I envision it as approximately as long as Kolubaria telekinesis, if they use their Talisman.

They will run out of mana during non-stop fighting, but that's about equivalent to a unit burning through their ammo supplies. If it helps clarify the picture, during your last battle your Gauntleteers had to resupply their Bottliga shells a few times before they ran out of Mana.

So yes, I was evidently thoroughly confused about that. I'm editing one of the three to a Gauntleteer squad now. So, opinions on what we should do? I like the second option just because it's going to REALLY build our reputation if we manage to lead a countercharge at Porec.


Quote from: Votebox
LOADOUT:
No new loadout (save die): (0)
Force Recon: (1) Madman

PLAN:
A Very Mad Man's Very Mad Plan (requires Force Recon loadout): (1) Madman
« Last Edit: March 26, 2019, 10:09:27 pm by Madman198237 »
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