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Author Topic: Wands Race 2: The Great War - Kolubaria  (Read 23917 times)

Powder Miner

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #195 on: January 14, 2019, 03:47:08 am »

The Scrying Focus and Camo Cloak are both, at least the way I have it envisioned, part of the same loadout, meaning they'll have the same introduction point. That loadout is going to be delayed by at least one turn, meaning that the Scrying Focus will be at LEAST 6/8, and will finish if it takes 2 turns. It'll take a single die popped in next turn to finish the focus, but the camo cloak needs more investment and thusly I elected to start the expenditure now.
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Re: Wands Race 2: The Great War - Kolubaria
« Reply #196 on: January 14, 2019, 10:12:33 pm »

Quote from: Votebox
Progressing:
Telekinesis [6/7]: (3) Powder Miner, Maxim_inc Kashyyk, Taricus
Camo Cloak v2 [6/14]: (3) Powder Miner, Maxim_inc, Taricus
Crying Focus [3/8]: (1) Kashyyk

Requisition:
7cm (or similar) shells: (3) Powder Miner, Maxim_inc, Kashyyk

Save 3 dice: (3) Powder Miner, Kashyyk, Taricus
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Re: Wands Race 2: The Great War - Kolubaria
« Reply #197 on: January 14, 2019, 10:13:30 pm »


Quote from: Votebox
Progressing:
Telekinesis [6/7]: (4) Powder Miner, Maxim_inc Kashyyk, Taricus, TFF
Camo Cloak v2 [6/14]: (4) Powder Miner, Maxim_inc, Taricus, TFF
Crying Focus [3/8]: (1) Kashyyk

Requisition:
7cm (or similar) shells: (4) Powder Miner, Maxim_inc, Kashyyk, TFF

Save 3 dice: (4) Powder Miner, Kashyyk, Taricus, TFF
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evictedSaint

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #198 on: January 14, 2019, 11:47:28 pm »


Design Phase, Turn 1

Accelerated Progress:

Telekinesis (2): We get a couple of the younger Magineers to stay late and finish up the last details on the Telekinesis spell.  Telekinesis has been [COMPLETED].

Camo Cloak v2 (2): We manage to narrow down a definitive pattern for the Camo Cloak v2, which we send off to the manufacturing center for approval.  At the current rate of progress, the Camo Cloak v2 will complete 1 turn sooner.



Requisitions:

7 cm Shells:  Placing a requisition order for a supply of small-caliber shells doesn't earn us any favor with the Army.  With war on the horizon and a good portion of the combat projected to occur in the mountains, putting a strain on the ammo supply for cannons we might use there has earned us the ire of General Konstantin von Weingartner.  While he doesn't explicitly block the requisition, he makes he's clearly not happy with us.  The 7 cm shells we've acquired come from the Alpenkanone 70 mm cannon, and are thus called "Alpenkanone Shells".  The set we've gained are HE shells with percussion fuses, replete with brass casings.  [1]. Your Army Standing has decreased.



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.

Spoiler: Projects (click to show/hide)

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #199 on: January 15, 2019, 12:37:21 am »

Linear Telekinetic Precision
Kolubarian telekinesis relies upon movement and techniques taken from martial arts, but fundamentally has problems with precision and specificity -- which presents a problem when a clear usage of telekinesis arrives. And a clear usage of the evocation has in fact arrived: outright throwing artillery shells at enemies in case of events such as no-man's land raids, or just at enemy trenches when medic duties aren't in the way. In order to hone this application of telekinesis, a new movement has been added to the collection in the evocation: specifically, a niche move derived from an obscure sport across the world, the "forward pass" from "American football". While the sport itself seems strange and somewhat barbaric, hopefully incorporation of this motion will allow for precise and powerful linear movements with our telekinesis, allowing us to aim telekinetic throws of items such as the Alpenkanone shells in the battlefield. Since increased range is not actually necessary for throwing things, this revision will not attempt to increase the range of the spell, simply increasing the consistency and precision of the application of directional force -- perhaps with the option for the projectile to spin for added accuracy.

Quote from: votebox
Linear Telekinetic Precision: (1) Powder Miner

Save 2 dice for loadouts: (1) Powder Miner
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Re: Wands Race 2: The Great War - Kolubaria
« Reply #200 on: January 16, 2019, 04:37:38 am »

Quote from: Votebox
Linear Telekinetic Precision: (2) Powder Miner, Lightforger

Save 2 dice for loadouts: (2) Powder Miner, Lightforger
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Kashyyk

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #201 on: January 16, 2019, 04:48:59 am »

Quote from: Votebox
Linear Telekinetic Precision: (3) Powder Miner, Lightforger, Kashyyk

Save 2 dice for loadouts: (3) Powder Miner, Lightforger, Kashyyk
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Maxim_inc

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #202 on: January 16, 2019, 04:53:46 pm »

Quote from: Votebox
Linear Telekinetic Precision: (4) Powder Miner, Lightforger, Kashyyk, Maxim_inc

Save 2 dice for loadouts: (4) Powder Miner, Lightforger, Kashyyk, Maxim_inc
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Re: Wands Race 2: The Great War - Kolubaria
« Reply #203 on: January 16, 2019, 05:50:32 pm »

Quote from: Votebox
Linear Telekinetic Precision: (5) Powder Miner, Lightforger, Kashyyk, Maxim_inc, DGR

Save 2 dice for loadouts: (5) Powder Miner, Lightforger, Kashyyk, Maxim_inc, DGR
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Re: Wands Race 2: The Great War - Kolubaria
« Reply #204 on: January 17, 2019, 01:19:17 am »


Revision Phase, Turn 1

Linear Telekinetic Precision
Kolubarian telekinesis relies upon movement and techniques taken from martial arts, but fundamentally has problems with precision and specificity -- which presents a problem when a clear usage of telekinesis arrives. And a clear usage of the evocation has in fact arrived: outright throwing artillery shells at enemies in case of events such as no-man's land raids, or just at enemy trenches when medic duties aren't in the way. In order to hone this application of telekinesis, a new movement has been added to the collection in the evocation: specifically, a niche move derived from an obscure sport across the world, the "forward pass" from "American football". While the sport itself seems strange and somewhat barbaric, hopefully incorporation of this motion will allow for precise and powerful linear movements with our telekinesis, allowing us to aim telekinetic throws of items such as the Alpenkanone shells in the battlefield. Since increased range is not actually necessary for throwing things, this revision will not attempt to increase the range of the spell, simply increasing the consistency and precision of the application of directional force -- perhaps with the option for the projectile to spin for added accuracy.

Revision: Linear Telekinetic Precision (2) [Easy]

The LTP revision adds a few extra moves to a Mage's telekinesis repertoire.  Specifically, flinging oblong objects can be done with greater accuracy by adding a spiral and elongated throwing position, lifted almost directly from the American sport of football.  Accuracy now become more a matter of skill, with more practiced Mages able to land throws in more precise locations.  It's not perfect, but leaves accuracy at "acceptable" levels.



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 the Central Powers it didn't take long for Abbraccio to declare war on us.  Naturally we expected this from our neighbors to the west, and King Meusburger wastes no time in returning the declaration of war.

With our military mobilizing and the country going to war, the 624th is expected to produce results after five turns of government funding.  General von Weingartner has issued orders to Captain Lanner, who has in turn disseminated it 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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Re: Wands Race 2: The Great War - Kolubaria
« Reply #205 on: January 17, 2019, 01:27:31 am »

Sky Eye
Mage Uniform '14, Wooden Wand (0)
Sky Eye (3)
Clear Sight (1)
Makovecs 8mm (1)
Weisz-Vaszary Model 95 (5)
Spotting Scope (2)
Dr. Baeder's Never Lost Compass (4)
Rune of Power (2)
Total: 18

Front-Line
Mage Uniform '14, Wooden Wand (0)
Rune of Power (2)
Shotgun (3)
Makovecs 8mm (1)
GDMC Mk. 3b (10)
Alpenkanone Shells (1)
Total: 17

Slavic Squad Names (which we voted on earlier)
Task Force Triglav/Task Force One:
Squad Perun/Mage Unit 1
Squad Veles/Mage Unit 2
Squad Svarog/Mage Unit 3

Also, here's a potential plan -- I'll call it
Quote
Plan Prologue
Mage Unit 1 will have the Sky Eye loadout and go to Tarvisio to spot for the artillery on the offensive.
Mage Unit 2 will have the Front Line loadout and go to Portoroz to support the defensive forces there primarily with medical aid, with combat when necessary.
Mage Unit 3 will also have the Front Line loadout, and go to Rovinj to support the defensive forces there primarily with medical aid, with combat when necessary.
« Last Edit: January 17, 2019, 01:50:30 am by Powder Miner »
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Man of Paper

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #206 on: January 17, 2019, 02:18:12 am »

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.
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Re: Wands Race 2: The Great War - Kolubaria
« Reply #207 on: January 17, 2019, 02:37:32 am »

Assault and Recon(15)
Dr. Baeder’s ‘Never Lost’ Compass(4)
Rune of Power(2)
Wooden Wand(0)
Weisz-Vaszary Model 95(5)
Makovecz 8mm(1)
Spotting Scope(2)
Alpenkanone Shells(1)

Spotting and Support(20)
Sky Eye(3)
Rune of Power(2)
GDMC Mk. 3b(10)
Wooden Ward(0)
Double-Barrel Shotugn(shotgun)(3)
Makovecz 8mm(1)
Alpenkanone Shells(1)

Plan Backup

Unit1(Spotting and Support):
Move to Tarvisio and spot for the artillery. After assaults and skirmishes have mages aid in patching up the wounded.
Unit2(Assault and Recon):
Harrass the enemies by Kobarid making use of hit and run artillery yeeting. After throwing a couple of shells fail back to preplanned positions using the compass. Avoid getting bogged down at all costs and make use of the fact our foe wouldn't know the shells are coming from our mages rather then hidden cannons(for a while at least) to sow chaos.
Unit3(Spotting and Support):
Move to Portoroz to help spot for our defenses. Our unit should be stationed by a radio system. Our mages will use of the roughly 30ish km of sea sight-line to keep an eye on Trieste and possibly give them a heads up on a naval attack. Otherwise spot for any local artillery and patch up the wounded.

I would suggest we link our unit comps to the deployment plan. So we don't end up with a convoluted mess.
Quote from: Plans/Votes
Plan Prologue(0):
Plan Forward(0):
Plan Backup(0):

Slavic Squad Names(2): Lightforger, Powder Miner
« Last Edit: January 17, 2019, 02:41:43 am by Light forger »
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Re: Wands Race 2: The Great War - Kolubaria
« Reply #208 on: January 17, 2019, 02:41:29 am »

I disagree with linking loadouts to plans -- loadouts cost dice to make, and will be sticking with us beyond this turn, so they're an independent decision of plans.
This is especially the case because they're going to just be variations on the same two roles anyhow. We can, however, basically just pair up the loadouts unless someone comes up with ones that radically differ, and they're interchangeable in the plans.

Quote from: Plans/Votes
Plan Prologue (0):
Plan Foreword (1): Powder Miner
Plan Backup (0):

Slavic Squad Names (2): Lightforger, Powder Miner

Sky Eye and Front Line (1): Powder Miner
Assault and Recon & Spotting and Support (1): Lightforger
« Last Edit: January 17, 2019, 03:01:58 am by Powder Miner »
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Re: Wands Race 2: The Great War - Kolubaria
« Reply #209 on: January 17, 2019, 03:19:31 am »

Quote from: Plans/Votes
Plan Prologue (0):
Plan Foreword (2): Powder Miner, MoP
Plan Backup (0):

Slavic Squad Names (3): Lightforger, Powder Miner, MoP

Sky Eye and Front Line (2): Powder Miner, MoP
Assault and Recon & Spotting and Support (1): Lightforger
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