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Author Topic: Wands Race 2: The Great War - Kolubaria  (Read 23876 times)

Light forger

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #255 on: February 02, 2019, 01:14:34 am »

Quote from: Votes
Revisions (3 dice available)
Sky Eye Projection : (5) Kashyyk, Doomblade, Taricus, Twinwolf, Lightforger
Siebolg's Sealing Stick : (3) MoP, Taricus, Doomblade
Mana Timer: (1) Powder Miner
The Lanner Special: (5) Powder Miner, Kashyyk, Detoxicated, Twinwolf, Lightforger

Requisition
Shotgun Turkey Choke : (2)Kashyyk, Detoxicated
None: (6) Doomblade, MoP, Powder Miner, Taricus, Twinwolf, Lightforger

Dice
Hold 0 Dice: (1) Detoxicated
Hold 1 Die: (5) Taricus, Powder Miner, Kashyyk, Twinwolf, Lightforger
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Andres

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #256 on: February 02, 2019, 01:49:59 am »

Mind control is the best thing to do. It's something that the muggles can't do but that wizards can do, so we'll be appreciated.
Sadly, that breaks the mind rule.
Damn, missed that rule. Thanks for telling me.
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evictedSaint

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #257 on: February 03, 2019, 01:37:51 am »


Revision Phase, Turn 2


Sky Eye Projection (Revision)
With a simple verse addition to the initial casting, the perspective the Sky Eye mage is observing from is also projected upon the surface of the water in the bowl. This will allow non-mages to observe whatever the caster is seeing.

Revision: Sky Eye Projection (5) [Normal]

With a bit of tweaking, we make the Sky Eye now project the Mage's field of view on the surface of the water.  The image isn't great - it's only visible as a reflection, but it provides a real-time feed of what the user is viewing and is visible for non-mages.


The Lanner Special
"Aren't we mages? Are you-- are you literally just putting a little telescope on a gun, Captain Lanner? What the fuck?"
"Lieutenant, the other day General Weingartner called me up. He said that if I requisitioned something from his forces again, he would walk personally up to our headquarters and plant his boot up my ass. I BELIEVE HIM, LIEUTENANT. I DO NOT WANT HIS BOOT UP MY ASS, LIEUTENANT."


This makeshift piece of equipment is intended as a stopgap measure to give reconnaissance mages an option to do some actual damage, so they can do more than just carry the Scrying Focus. It is a Weisz-Vaszary Model 95, with a Spotting Scope attached to it -- though attached to the gun with an adjustable fixture (for crudely adjusting for elevation and windage), rather than literally tied to it. The Scope has a couple of modifications to make it usable, with the eyerest completely redesigned for relatively quick and easy use, and crosshairs put over the objective lens.

Revision: The Lanner Special (5) [Easy]

Named after the Captain of the 624th Kolubaria Mage Support Alpha Company, the Lanner Special is a Spotting Scope affixed to a Weisz-Vaszary Model 95.  The brass telescope is held within a bracket, which itself is mounted on a short rail screwed into the wood of the Weisz-Vaszary.  The scope has a cross-hairs drawn on the lens by hand by the user - usually done with a single hair, and with varying types of crosshairs according to the users taste.  The bracket mountings screws can be twisted adjusted to zero out the scope.  Despite the non-uniform and hacky nature of the scope, it is surprisingly accurate.  The scope can lose its zero if it gets bumped, but considering we didn't have to talk to General Weingartner everyone proclaims it an overwhelming success. [2]



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

Strategy Phase, Turn 2

1 Dice Left.


Operations This Turn
Spoiler: North (click to show/hide)

Spoiler: Mid (click to show/hide)

Spoiler: South (click to show/hide)

Powder Miner

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #258 on: February 03, 2019, 03:50:13 am »

Recon Loadout:
Wooden Wand (0)
Mage Uniform ‘14 (0)
Camo Cloak (8)
Weisz-Vaszary Model 95 (5)
-with Lanner Special (2)
Scrying Focus (4)
Dr. Baeder’s Never Lost Compass (4)
Makovecs 8mm (1)
Total: 24
I really wanted to fit the Sky Eye into here for some self-sufficiency but ultimately decided that having the compass would better fit these guys actually being able to fulfill their role — scouting and sniping far ahead of our forces.. I won’t be too sore if someone goes for the Sky Eye instead, however, as it’s an extremely meaningful decision strategically.

Quote from: Plan Exposition
Unit Svarog takes the Recon Loadout and goes to Kobarid. Each member is to carry a Scrying Focus for a mage of Unit Veles, and get close enough camouflaged to artillery and command positions for Veles to spot and listen to with Sky Eye, respectively. Also, they should take sniper opportunities when safe.

Unit Veles takes the Sky Eye loadout and goes to Kobarid, spotting and spying with it as laid out above.

Unit Perun takes the Front Line loadout and defends Portoroz from enemy incursion.
This DOES commit a lot of forces to Kobarid, but I think doing so is worthwhile for a few reasons.
A: it seems to me that the Abbracian players are likely to commit to Kobarid — it’s one of the largest targets of ours they potentially have, and they already committed mages to preparing for it last turn.
B: Kobarid’s mountain terrain is where the Recon loadout should function best, both in terms of sniping and in terms of being able to use individual stealthy movement and spotting to its highest potential.
C: Committing this fully to a much-improved Sky Eye seems like a good way to repair Army favor, ESPECIALLY with Sky Eye Projection
D: This much investment could potentially push the defense to a counterattack, and that would be quite nice for making the North front a winning one with momentum.

Quote from: Scire what to vote for
Recon Loadout (1 die): (1) Powder Miner
No Loadout (0 dice): (0)

Plan Exposition: (1) Powder Miner
« Last Edit: February 03, 2019, 03:55:08 am by Powder Miner »
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Kashyyk

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #259 on: February 03, 2019, 04:08:55 am »

I'd prefer Perun to defend Trieste this turn, as the city is much more important than Portoroz.

Otherwise, I'm in support of your plan.
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Powder Miner

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #260 on: February 03, 2019, 04:13:57 am »

They can’t get to Trieste either way yet — we just need to choose whether to defend from the Gorizia direction or the Portoroz direction, and as is I think our Front Line loadout sadly just isn’t good enough for the former
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Kashyyk

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #261 on: February 03, 2019, 04:45:00 am »

Quote
...they will attempt to move infantry along the coast with naval support in an attempt to get their forces in position to assault the city...
This reads like they'll be moving from Monfalcone to me. Although as per the OP, simply ordering them to defend Trieste should be enough to cover the situation.
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Powder Miner

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #262 on: February 03, 2019, 05:28:11 am »

Yeah I did misread that a bit. It looks like the situation in Kobarid last turn, though, where they prepared, rather than an attack on Trieste itself actually occurring this turn.
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Man of Paper

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #263 on: February 03, 2019, 09:52:13 am »

Quote from: Plan Exposition 2 - Totally Not A Titling Error
Unit Svarog is equipped with the Recon Loadout and sent to Portoroz with orders to scout out enemy forces to the south and participate in any defense of the area, though if there are no imminent threats they are to harass the enemy lines. We will try to hold any crossings this time around.

Unit Perun is given the Sky-Eye Loadout and sent to Pazin to assist in the attack on Porec, primarily to spot for artillery.

Unit Velez takes the Front-Line Loadout and is sent to Pazin with orders to assist in attacking Porec.



We can let the North progress for now. It looks like without decisive action this turn there won't be much change. If there is decisive action from their mages then that means they pulled from their stronger fronts and given us a chance to break through somewhere.

Portoroz is a solid place to test out our new Recon Loadout. We have little information on what's gathering to the south, so they should really help us there. If the enemy attacks then we have a small crossing to defend before they get to us (though obviously their navyboats are going to try to complicate things). If they don't then we're testing the viability of harassing the enemy. If we get them paranoid of every rock and stump, make their officers afraid to peek out onto the battlefield, then we've succeeded.

I feel like we should double down on the South until that threat is at least contained. This is the enemy's strongest front and I expect they'll want to keep their forces in Funtana and Vrsar from being enveloped. If we can capture Porec then the South can likely be left to it's own devices for a short time so we can focus on making gains elsewhere. Hopefully it also sees our Rookies bumped up to Competent. Once we get this dagger out of our ribs then I'll feel a lot better.


For the time being I prefer a 2-1 deployment for our units. If we're vitally needed on all three fronts then we're not what's going to lose this war. If the enemy splits up then we have the advantage somewhere. If they focus all their mages then we have at least 1 unit being useful elsewhere. Until we get more mages I feel like it's optimal, barring some strategic necessity.
« Last Edit: February 03, 2019, 02:57:24 pm by Man of Paper »
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Twinwolf

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #264 on: February 03, 2019, 10:12:51 am »

I would instead argue this for a recon loadout:

Recon loadout, option B:
Wooden Wand (0)
Mage Uniform ‘14 (0)
Camo Cloak (8 )
Weisz-Vaszary Model 95 (5)
Scrying Focus (4)
Sky-Eye (3)
Dr. Baeder’s Never Lost Compass (4)
Makovecs 8mm (1)
Total: 25

My logic is that our role isn't sniping. The military has their own snipers for that, who are trained in doing so. No, we're meant to use our magic to do things that mundane means cannot, like the Sky-eye. I'm not against the sniper, when we have a budget to include it, but I don't consider it our primary concern.

Also, if we do go with the rifle one, is there any reason to include the scrying focus when you don't have the sky-eye? It doesn't do anything on it's own.
« Last Edit: February 03, 2019, 10:14:25 am by Twinwolf »
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Light forger

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #265 on: February 03, 2019, 10:28:53 am »

As a historical side note we very well may not have formal snipers. Going into WW1 only Germany fielded them with the British beginning in 1915 and the French in 1916. So being a minor power we could have just never bothered to set up a sniper program.
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Powder Miner

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #266 on: February 03, 2019, 02:25:23 pm »

My Recon loadout has the Scrying Focus for the purposes of two-unit cooperation, exactly such as that featured in my plan written directly below my version of the loadout, Twin.

Additionally, the reason I made the Lanner Special was precisely for the purposes of this loadout — they’re meant to be out there holding the Scrying Focus, and by electing to remove the scope from the loadout you’re electing to have the mages out there with the focuses do absolutely nothing all day while they’re in position, which seems absurdly wasteful in our manpower to me. I’d rather have the scope and not have the compass. Is it less useful to have a mage doing something that involves a mundane gun as a secondary role, or doing absolutely nothing as a secondary role, especially considering that the camo cloak presents a positioning opportunity that we can capitalize on?

MoP, if we go with your plan, it’s kind of vital that we go with a loadout replacing the compass with the Sky Eye, since most of the point of the Recon Loadout is using the Scrying Focus to vastly boost our Sky Eye units’ efficacy. Specifically I would go with this for your plan:

Recon Loadout C
Recon Loadout:
Wooden Wand (0)
Mage Uniform ‘14 (0)
Camo Cloak (8)
Weisz-Vaszary Model 95 (5)
-with Lanner Special (2)
Scrying Focus (4)
Sky Eye (3)
Makovecs 8mm (1)
Total: 23
« Last Edit: February 03, 2019, 02:41:12 pm by Powder Miner »
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Man of Paper

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #267 on: February 05, 2019, 03:09:02 am »

I was working around what you had, because I do like that set-up. There's too good an opportunity to test the scouting and marksman abilities of the Recon class in the Center, and unfortunately I don't think that front's worth the second unit. We also can't expect our guys to use every piece of their kit every time, or else we'll be spending half our dice rolling for Loadouts.

EDIT: Fixed run-on sentence
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Powder Miner

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #268 on: February 05, 2019, 03:28:06 am »

I do want to at least test out the Sky Eye and Scrying Focus combination this turn, because it's simply hilariously potent for intel
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Man of Paper

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #269 on: February 05, 2019, 03:47:55 am »

Hmm...I'd replace the Front-Line with a Recon but they can't use the cloak and that's a big part of the combo. I'd really like to double up in the south, but...


Quote from: Plan: Discourse
Unit Svarog is equipped with the Recon Loadout and sent to Portoroz with orders to work in conjunction with Unit Perun to scout out enemy forces to the south and participate in any defense of the area, though if there are no imminent threats they are to harass the enemy lines. We will try to hold any crossings this time around.

Unit Perun is equipped with the Sky-Eye Loadout and is tasked with working in conjunction with Unit Svarog to scout out and identify enemy forces and potential targets for our artillery.

Unit Velez takes the Front-Line Loadout and is sent to Pazin with orders to assist in attacking Porec.

I think that's a fair compromise in regards to wanting to test out the Recon Loadout and it's Synergies.



Quote from: Scire what to vote for
Recon Loadout (1 die): (2) Powder Miner, MoP
No Loadout (0 dice): (0)

Plan Exposition: (1) Powder Miner
Plan Discourse: (1) MoP
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