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Author Topic: Wands Race 2: The Great War - Kolubaria  (Read 23908 times)

Taricus

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #210 on: January 17, 2019, 03:22:47 am »

Just gonna update the unit names given the amount of men in them.
Einsatzgruppe Triglav / Task Force One:
Perun Kompanie / Mage Unit 1
Veles Kompanie / Mage Unit 2
Svarog Kompanie / Mage Unit 3

Quote from: Plans/Votes
Plan Prologue (0):
Plan Foreword (3): Powder Miner, MoP, Taricus
Plan Backup (0):

Slavic Squad Company Names (4): Lightforger, Powder Miner, MoP, Taricus

Sky Eye and Front Line (3): Powder Miner, MoP, Taricus
Assault and Recon & Spotting and Support (1): Lightforger
« Last Edit: January 17, 2019, 03:24:57 am by Taricus »
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Kashyyk

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #211 on: January 17, 2019, 10:26:02 am »

Quote from: Discord
Kashyyk: How much of a budget increase can we expect per turn? And are designs that involve factory production of materials within scope of this game, or are we're limited to small craftsmen?

EvictedSaint: Budget increase: [saxophone dog]
Designs: yeah, you have access to factories. Costs can vary.

Because of this, I'd like to throw a revision or two at reducing the cost of the GDMC before we use it in a loadout.

The following will allow us to Scout, Heal and provide combat support.

General Support
Mage Uniform '14 & Wooden Wand (0)
Sky Eye (3)
Dr. Baeder’s ‘Never Lost’ Compass (4)
Rune of Power (2)
Scrying Focus (4)
Double-Barrel Shotgun (3)
Spotting Scope (2)
Alpenkanone Shells (1)
Cost: 19

Quote from: Plans/Votes
Plan Prologue (0):
Plan Foreword (3): Powder Miner, MoP, Taricus
Plan Backup (0):

Slavic Squad Company Names (4): Lightforger, Powder Miner, MoP, Taricus

Sky Eye and Front Line (3): Powder Miner, MoP, Taricus
Assault and Recon & Spotting and Support (1): Lightforger
General Support & Save 1 die (1): Kashyyk
« Last Edit: January 17, 2019, 03:37:13 pm by Kashyyk »
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Pavellius

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #212 on: January 17, 2019, 11:50:15 am »

Ptw
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Powder Miner

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #213 on: January 17, 2019, 12:48:25 pm »

as much as i hate to admit it, yeah, the one loadout is probably more efficient. I just wanted my specialization...! Suppose we can probably just change my Recon loadout into a "some mages lay focuses, some use Sky Eye" deal though, soon.

Quote from: Plans/Votes
Plan Prologue (0):
Plan Foreword (3): Powder Miner, MoP, Taricus
Plan Backup (0):

Slavic Squad Company Names (4): Lightforger, Powder Miner, MoP, Taricus

Sky Eye and Front Line (2): MoP, Taricus
Assault and Recon & Spotting and Support (1): Lightforger
General Support & Save 1 die (2): Kashyyk, Powder Miner
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dgr11897

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #214 on: January 17, 2019, 06:15:07 pm »


Quote from: Plans/Votes
Plan Prologue (0):
Plan Foreword (4): Powder Miner, MoP, Taricus, DGR
Plan Backup (0):

Slavic Squad Company Names (5): Lightforger, Powder Miner, MoP, Taricus, DGR

Sky Eye and Front Line (2): MoP, Taricus
Assault and Recon & Spotting and Support (1): Lightforger
General Support & Save 1 die (3): Kashyyk, Powder Miner, DGR
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Man of Paper

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #215 on: January 17, 2019, 06:33:04 pm »

Plan Foreword

Unit 1: Equip Sky Eye Loadout, deploy to Tarvisio provide spotting and general assistance for the coming offensive.
Unit 2: Equip Sky Eye Loadout, deploy to Vrsar with orders to provide general assistance for the defensive there with a focus on aiding behind the front line.
Unit 3: Equip Front-Line Loadout, deploy to Vrsar to aid in the defensive with the extra order to sabotage the bridge should we be unable to hold it.


We should have a unit down in the mud with the rest of the guys on the front line for now to get some sweet favor from the Army. Navy doesn't want our aid, let's not give it to them yet. We should focus on stopping their southern thrust and wait to see how lines shift next turn. Then we'll have more of a feel for what's needed where. As it stands though we only have one chance for a decisive action this time around and I think we should capitalize on it.

If we only go with one loadout then take this plan as using one loadout with two different primary goals for the units.
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TheFantasticMsFox

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #216 on: January 19, 2019, 04:39:05 pm »


Quote from: Plans/Votes
Plan Prologue (0):
Plan Foreword (5): Powder Miner, MoP, Taricus, DGR, TFF
Plan Backup (0):

Slavic Squad Company Names (6): Lightforger, Powder Miner, MoP, Taricus, DGR, TFF

Sky Eye and Front Line (3): MoP, Taricus, TFF
Assault and Recon & Spotting and Support (1): Lightforger
General Support & Save 1 die (3): Kashyyk, Powder Miner, DGR
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Kot

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #217 on: January 19, 2019, 04:48:45 pm »

Quote from: Plans/Votes
Plan Prologue (0):
Plan Foreword (6): Powder Miner, MoP, Taricus, DGR, TFF, Kot
Plan Backup (0):

Slavic Squad Company Names (7): Kot, Lightforger, Powder Miner, MoP, Taricus, DGR, TFF

Sky Eye and Front Line (4): MoP, Taricus, TFF, Kot
Assault and Recon & Spotting and Support (1): Lightforger
General Support & Save 1 die (3): Kashyyk, Powder Miner, DGR
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Kot finishes his morning routine in the same way he always does, by burning a scale replica of Saint Basil's Cathedral on the windowsill.

Powder Miner

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #218 on: January 19, 2019, 09:55:58 pm »

Quote from: Plans/Votes
Plan Prologue (0):
Plan Foreword (6): Powder Miner, MoP, Taricus, DGR, TFF, Kot
Plan Backup (0):

Slavic Squad Company Names (7): Kot, Lightforger, Powder Miner, MoP, Taricus, DGR, TFF

Sky Eye and Front Line (5): MoP, Taricus, TFF, Kot, Powder Miner
Assault and Recon & Spotting and Support (1): Lightforger
General Support & Save 1 die (2): Kashyyk, DGR
I did some thinking. If we’re waiting to put the GDMC into anything, it’ll be a few turns until we actually do so, since I find myself skeptical that we would justify putting out a die to create a loadout that is mostly redundant if we already have this general loadout, which means we wouldn’t have the GDMC at some time and our mages may be at a disadvantage to Abbraccian mages takin advantage of their equivalent. I think spending a die now is worth these turns of GDMC usage and the slightly more specialized builds.

(Two loadouts also lets us see how EVERYTHING we have does, which is pretty useful given that the primary purpose of the first two turns or so is likely gathering information)
« Last Edit: January 19, 2019, 10:37:27 pm by Powder Miner »
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evictedSaint

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #219 on: January 21, 2019, 10:09:34 pm »

Design Phase, Turn 2

5 Dice Available.

Barrier has reached past 50%.

Platoon Svarog 3 has become COMPETENT.

King Meusburger has increased our budget by 5.

Our Lack-Luster Performance has failed to impress General Weingartner.



Spoiler: Relations (click to show/hide)
Spoiler: Equipment (click to show/hide)
Spoiler: Projects (click to show/hide)
« Last Edit: January 22, 2019, 01:05:18 am by evictedSaint »
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dgr11897

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #220 on: January 22, 2019, 01:40:35 am »

Dolem clay:
This substance is quite simple in description, but complex in application, dolem clay is a mixture of clay and blood that can be made to contract and expand like muscle, via the use of a scrying focus, and a bit of Mana from a mage. In principle it's quite similar to how our telekinesis works, and has a range of potential applications.
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Quote from: Alice on a different discord, to iridium, kind of.
hold on, let me keep blowing kisses at him until he stops
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Taricus

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #221 on: January 22, 2019, 02:02:53 am »

Quote from: Votebox
Spend 1 die on Camo Cloak v2 (1): Taricus
Spend 1 die on Barrier (1): Taricus
Spend 1 die on Scrying Focus (1): Taricus


Save 2 dice (1): Taricus
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Powder Miner

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #222 on: January 22, 2019, 02:52:37 am »

Quote from: Votebox
Spend 1 die on Camo Cloak v2 (2): Taricus, Powder Miner
Spend 1 die on Barrier (1): Taricus
Spend 1 die on Scrying Focus (2): Taricus, Powder Miner


Save 2 dice (1): Taricus
Save 3 dice (1): Powder Miner
We have lots of shit to potentially revise and since our competent mages will probably go to the recon loadout next turn we don't really need Barrier this turn. As it's an evocation, we don't need to worry about stuffing it into our loadout, either.
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Taricus

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #223 on: January 22, 2019, 02:59:02 am »

Given the assault that'll happen next turn, We might want to ensure that we've got one unit that's capable of being frontline medics.
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Powder Miner

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #224 on: January 22, 2019, 03:05:49 am »

Rune of Power is Rookie.
Barrier is Competent.
The Camo Cloak is Competent.

Not having Barrier does not provide a
well
barrier to the front-line unit role, just makes it less effective than it could be

Not having the camo cloak almost entirely prevents the recon role from being performed.

We have only one competent unit, and the Recon role is a wider usage of that competence. Additionally, putting a rookie unit at the front line will probably give it the experience to become competent, and more competent units is decidedly better.
« Last Edit: January 22, 2019, 03:09:08 am by Powder Miner »
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