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Author Topic: Wands Race 2: The Great War - Core Thread Turn 2  (Read 4308 times)

NUKE9.13

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Re: Wands Race 2: The Great War - Core Thread (NEW!)
« Reply #30 on: December 28, 2018, 09:59:39 am »

For anyone struggling to read the map, I replaced the dark city markers with brighter colours:
Spoiler (click to show/hide)
Which should hopefully be easier to read.
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Long Live United Forenia!

frostgiant

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Re: Wands Race 2: The Great War - Core Thread (NEW!)
« Reply #31 on: December 28, 2018, 01:09:42 pm »

For anyone struggling to read the map, I replaced the dark city markers with brighter colours:
Spoiler (click to show/hide)
Which should hopefully be easier to read.

That is much easier to read, thank you nuke.
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Madman198237

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Re: Wands Race 2: The Great War - Core Thread (NEW!)
« Reply #32 on: December 28, 2018, 03:24:43 pm »

I think I'll join Abbraccio.
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evictedSaint

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Re: Wands Race 2: The Great War - Core Thread (NEW!)
« Reply #33 on: January 01, 2019, 07:31:44 pm »

Both sides have created a FLAG, an EMBLEM, and a MOTTO.


Spoiler: Abbraccio (click to show/hide)
Spoiler: Kolubaria (click to show/hide)

Andres

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Re: Wands Race 2: The Great War - Core Thread (NEW!)
« Reply #34 on: January 02, 2019, 03:10:54 am »

Which side should I join?
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Taricus

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Re: Wands Race 2: The Great War - Core Thread (NEW!)
« Reply #35 on: January 02, 2019, 03:18:21 am »

Abbraccio, We've got kot on Kolubaria.
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NUKE9.13

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Re: Wands Race 2: The Great War - Core Thread (NEW!)
« Reply #36 on: January 02, 2019, 11:44:04 am »

I believe Kolubaria needs more players, compared to Abbraccio.
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evictedSaint

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Re: Wands Race 2: The Great War - Core Thread (NEW!)
« Reply #37 on: January 22, 2019, 01:05:30 am »

Battle Report 1: August-September, 1914

Kolubaria and Abbraccio have officially declared war upon one another.  Men stream to recruitment centers and engineers work furiously to design some edge that will give their country the lead they need to win the coming war.  The coffers have been broken loose and money is spent in lavish amounts on military measures - including two experimental Mage companies.

Kolubaria's 624th Support Mage Company, less than 200 men strong, is made up of three platoons of 64 men each.  They hail from the capitol of Ljubljana to the east.
Spoiler: Equipment (click to show/hide)
Spoiler: Load Outs (click to show/hide)



Abbraccio's 208th Support Mage Company is of equal strength and fields just as many men, hailing from the capitol of Venice to the west.
Spoiler: Equipment (click to show/hide)
Spoiler: Load Outs (click to show/hide)

evictedSaint

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Re: Wands Race 2: The Great War - Core Thread (NEW!)
« Reply #38 on: January 22, 2019, 01:08:01 am »

North Theatre:

South of Tarviso, a Mage wearing a big red wizards hat stands hunched over a bowl of water set up on a tripod a little ways away from an artillery battery.  The artillery commander - Commander Korošec - tapped his foot impatiently.  A second Mage stands close to the first, listening carefully.

"...moving...'s twenty...behind...the...house..."

Despite knowing very well he can't hear him, other Mage can't help but whisper back, "oh - okay, Jakob, that's good, but you've got to be a bit more specific than that."  He glanced over his shoulder at the commander, who made a show of checking his pocket watch.  The Mage staring blankly into the bowl of water continued mumbling, heedless.  His perspective was floating one hundred meters above them right now, watching the town in the valley as best he could.

"...'orses...looks like...gonna...make...a break...for it...main road...'bout kilometer...north of church..."

"Ah, okay, okay - " the second Mage hastily checked the map they'd drawn up of the city.  "Okay, so that - that puts it at grid square AF-25, good.  I can relay that.  Ah - Commander Korošec! Commander, we've spotted enemy soldiers preparing to flee the city.  Probably...ah...officers, or messengers.  Someone like that.  Grid square AF-25."

Commander Korošec didn't react for a moment, but then sighed and signaled to one of his men.  A minute later there's some shouting and one of the artillery pieces gave a mighty boom, sending a shell shrieking into the sky.  Commander Korošec stared at the Mages expectantly.

"...just...short...maybe...hundred meters...?...Fifty...to the right...they're moving..."

The Mage swore and checked the maps again, guessing that "right" means west.  Or maybe west by southwest?  Probably just west.  He gave the correction to the commander, and the commander gave the order.  The artillery boomed out one-by-one, and within a minute they'd all fallen silent once more. 

"Well? Did we get them?"  Commander Korošec asked, crossing his arms.

"Uh...just a moment! We'll find out, just...just one second - "

"...got'em."

And with that, the Mage broke his Sky Eye trance and blinked his bleary eyes.  "We got them!  At least fifteen dead, rest are wounded."  He grinned proudly at Commander Korošec.  Commander Korošec, however, didn't seem pleased.

"Twenty casualties.  And you saw that in your little bowl?"

"Well...yeah."

"And there's no way to verify we even hit anything, other than your word?"

"...yeah."

"Great."  The commander sighed and walked away from the two, muttering under his breath. 

"Fucking Mages."

The city of Bovec was subjected to artillery barrages for the next month and a half.  The barrages were brief, accurate(ish), and devastating.  By the time Kolubaria eventually marched into the city, there was hardly anyone there to contest them.  Commander Korošec maked a point to interrogating the few prisoners they captured and asked pointed questions about the efficacy of their artillery strikes.  Their stories seem to conform to the Mage's, but Commander Korošec still narrows his eyes whenever he sees them.

Kolubaria has taken Bovec.


A little bit to the south, a similar scene plays out.

"Uuuh...it looks like they're setting up an ambush.  Some kind of small artillery piece - sorry, it's really hard to tell - "

Private Marcato squinted his eyes and fiddled with a slide on his binoculars.  The nearby infantry commander frowned, glancing up into the sky - where Marcato currently had his binoculars pointed.  "Uh...huh.  Can you pin-point their location, exactly?"

The Mage pursed his lips and tracked his binoculars around in a seemingly random pattern.  "One moment, it's kind of hard to see.  Half of what I can see is blurry, but I definitely saw them.  Oh - oh, just up the mountain, yeah, about...um. Five kilometers, I think?  They're just behind that ridge."  He pointed vaguely towards the mountains.

"...Can you give me grid coordinates?"

"No.  Oh!  But I can give you a picture, one second - "

Marcato slotted a monocle between the binoculars and his eye, and after a moment of concentration handed a tiny slip of paper to the commander.  The infantry commander squinted at the tiny two-inch circle, and sure enough there it was - a photograph of what the Mage had seen.   Predictably, half the photo was blurry.

"Great.  Just great, I'll let our section know to expect an attack from - " the commander paused and gestured wildly towards the mountains.  " - over there.  Oh, why don't you call it in for me? Let them know with that fancy radio."

Marcato hesitates, looking back at the Thaumic Radio strapped to his back.  "I...I would, but it's on the fritz lately, and I've been trying to fix it, but - "

"Save it, I'll tell them myself," the commander snapped.  He turned and stalked away, muttering under his breath.

"Fucking Mages."

The preparations for the assault on Kobarid go slowly.  Frequent raids and light artillery attacks make things difficult for those unfamiliar with the steep mountains, but eventually things are prepared for the eventual siege.

Spoiler (click to show/hide)




Gulf Theatre:

Neither side's Mage's make an appearance here, and the battle continues normally. 

Abbraccio, with heavy naval support, manages to work their blockade closer.  Troops move up the coast, and preliminary shelling of Portoroz commences.  Portoroz is an important staging area for Abbraccio - it would be an excellent place to launch an assault on Koper, and the shore defenses help keep Abbraccio's Navy from getting to close. 

Kolubaria spends their time digging in their defenses of the city.  Cement bunkers are poured, artillery batteries are wheeled into place, and a line of trenches are dug on the skirts of Koper and Trieste.

Spoiler (click to show/hide)




South Theatre:

Both the 624th and 208th have sent their remaining Mage platoons south to contest the border between Funtana and Vrsar.

Both have developed similar tactics - a group of Mages for support and observation, and a second group of Mages for more direct combat roles.  The terrain favors Abbraccio heavily; their Armored Cruiser is currently up north blockading Trieste and keeping Kolubaria's Light Cruiser stuck in port, but the rest of their fleet is here supporting the push.  The remainder of Kolubaria's fleet is here as well, though it's only a few destroyers and torpedo boats. 

However, the strategic goals here favor Kolubaria - Abbraccio aims to take the bridge intact in order to facilitate better logistics as they expand, while Kolubaria is content to destroy the bridge if they can't hold it. 

Abbraccio Mages make use of their Galilei Lensing and SMCMv4 (Soaring Memory of Crystal Mind, Version 4) to make up a sort of map of the surrounding area.  The map is patchy and a distorted, but with nothing better to do the Mages keep it updated.  Information on defenses are updated and the bridge is kept under constant surveillance. 

Kolubaria Mages spend a good deal of time doing the same thing.  Mages cast Sky Eye, survey the surroundings as best they can, then return to sketch out a map from memory.  Unlike Abbraccio Mages, however, their maps aren't as useful - with a vantage of only 100 meters, they can only draw what they can see, versus the Galilei Lensing which provides an almost top-down view and the SMCMv4 which provides photographs - blurry, two-inch photographs, but photographs nonetheless.  Their best advantage is a wider and unobstructed field of vision, from which they can observe from the relative safety of a bunker.

Eventually, it comes time for the charge.  After some begging and pleading, the Abbraccio Mages convince the leadership to put their Rookie troops on the tip of the spear.  The whistle sounds and the men charge over the bridge as artillery fire rains down ahead.  Kolubaria Mages, having anticipated the charge, are already dug in and most of the city has been evacuated. 

One Mage lifts up the brim of his big red wizards hat and peers across the river.  He carefully selects a round from his box of 7cm Alpenkanone artillery shells, and using his Telekinesis lines up the shot.  Then, as if he were throwing a football, cocks his arm back and sends the shell flinging across the river.  It smacks down into the street, sending a shower of cobblestones raining down on a group of soldiers in billowing blue robes.  A few fall, and others go scattering for cover, but oddly enough fewer are lying still than he would have expected.  One of the men in the blue robs lifts his gun, aims down the sights, and snaps off a shot.  The bullet - impossibly - zips across the river and puts a hole through the Mage's big red hat...and the head it was on, too. 

Meanwhile, across the river, a regular infantryman stops to help one of the Abbraccio Mages to his feet.  The Mage is shaken, and beneath his robes his trenchcoat is torn to shreds, but aside from a few scrapes and bruises he's unharmed.  The infantryman eyes the shredded trenchcoat and whistles.  "Where can I get me a coat like that?"

The battle seems mostly even, though only due to the nature of the assault.  Going across a narrow bridge, which the enemy is willing to destroy, makes the attempt a futile effort by its very nature.  Abbraccio Mages are by far more equipped for combat, as their Fulcrum Armor is able to stop a bullet or stray bit of shrapnel, and their Trench Broomsticks make their shots more accurate and rapid than a standard soldier.  Kolubaria Mages operate as mobile mortar teams, flinging light artillery shells and shooting back only as a last resort.  When defeat become obvious, Alpenkanone shells rain down on the bridge and it crumbles into the river, slowing the assault.  Even as they retreat, Kolubaria's Mages use their Runes of Power to help field-dress wounded soldiers - the mark is drawn in ink on the soldiers bare skin.  Kolubaria field hospitals are confused to find soldiers who should have bleed to death are now lying in more-or-less stable condition on their cots, each with the curious symbol drawn upon their skin. 

Still, Kolubaria is forced back and cedes Vrsar to Abbraccio, and the first battle between Mages comes to an end.

Spoiler (click to show/hide)



In the rest of the world:

Germany has invade Luxembourg and taken Longwy, opening France to further invasion.  They invade Belgium and the UK declares war on Germany, then stations troops in France to help with the defense.  Germany immediately slaughters the British defenders and begins their siege on more things than worth mentioning..  Austria-Hungary, meanwhile, is defeated by the Serbs in the Battle of Cer.

Italy, after careful thought, points out that their Triple Alliance is a defensive pact, thus exempting them from their obligation to support Germany and Austria-Hungary.  This is a huge relief to Abbraccio - had Italy joined in, they would surely have fallen.  Denmark, Sweden, and Norway also declare their neutrality.

It is now Design Phase, Turn 2.

Pavellius

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Re: Wands Race 2: The Great War - Core Thread Turn 2
« Reply #39 on: January 22, 2019, 01:49:41 pm »

ptw
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Twinwolf

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Re: Wands Race 2: The Great War - Core Thread Turn 2
« Reply #40 on: January 28, 2019, 07:39:57 pm »

Joined Kolubaria, posting to see the core thread
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evictedSaint

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Re: Wands Race 2: The Great War - Core Thread Turn 3
« Reply #41 on: February 09, 2019, 10:40:16 pm »


Battle Report 2: October-November, 1914

The combat intensifies as more resources are devoted to the ongoing war.  More men are being deployed, and operations become deadlier.

Both sides have taken a moment to develop some mundane equipment this turn.  Kolubaria is now fielding their "Lanner Special", a spotting scope mounted to a Weisz-Vaszary Model 95 with cross-hairs painted on.  It's fairly accurate, despite the slap-dash nature of the device.  They've also created a "Recon Loadout", which uses their "Camo Cloak" with their new Lanner Special.  The Camo Cloak is a simple cloak loaded with pigments, which shift in order to help the user blend into their surroundings.  Their Sky Eye also now projects what the Mage sees on the surface of the water in order to build credulity with commanders who rely on their spotting.

Abbraccio has met with some blacksmiths for custom-made "Freccette" darts - 8" long iron spikes with a "+" shaped tail and pointed tips.  They're decidedly wicked-looking, but they've yet to send out any out to their men in the field.  They've also revised their Thaumic Radio into the v2 version, which doubles the range to an astounding 4 kilometers.  They've also revised their Galilei Lensing for a slightly improved picture quality, and a look-up table for triangulating targets based on angles and curvature.

Kolubaria's 624th Support Mage Company.
Spoiler: Equipment (click to show/hide)
Spoiler: Load Outs (click to show/hide)



Abbraccio's 208th Support Mage Company.
Spoiler: Equipment (click to show/hide)
Spoiler: Load Outs (click to show/hide)

evictedSaint

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Re: Wands Race 2: The Great War - Core Thread (NEW!)
« Reply #42 on: February 09, 2019, 10:40:45 pm »

North Theatre:

Kolubaria is at home in the mountains, and further to the north they make some progress on their push through the valley's towards Tolmezzo, but the frontline advancing does little to cement their position here.  More important is the pass between Kobarid and Cividale, where the real battle is taking place this turn.  After the humiliating loss of Bovec last turn, Abbraccio's 208th has dedicated all of their forces north for the assault on Kobarid.  Murano 1 and Torcello 2 have been handed a set of expensive Fulcrum Armor and Trench Broomsticks and shoved out onto the frontlines.  This is quite a change from their previous job as spotters, but the Mages perform admirably.  The past two months had been spent hauling artillery into position and assembling forces in the pass for the assault, and despite setbacks everything is in place.  Burano 3, Abbraccio's first Competent-level Mages, handle the radios and perform spotting for their non-magical counterparts.  The ability to quickly and instantly communicate with allied forces is a massive advantage over the standard practice of sending runners and pigeons, and the improved Galilei Lensing allows a better map of the city to be drawn for the ensuing attack.  Indeed, it's now even possible for the user to somewhat accurately provide distances and positions thanks to the look-up table.  A few Kolubaria scouts are even detected and captured this way.  With the ability to communicate quickly (even if it is just Morse Code) and to provide real-time feedback to commanders behind the lines, Burano 3 quickly becomes an invaluable asset to the leadership in the Northern Theatre.

Once the whistle is blown and the assault begins, Murano 1 and Torcello 2 likewise prove their capability.  Despite heavy artillery support, the defenders at Kobarid valiantly fight back.  Troops move up in formation, taking fire and closing in on the town.  The Mages quickly earn the envy of every non-magical soldier they're with as their Fulcrum Armor deteriorates in place of the soft, vulnerable flesh beneath.  The near-immunity to bullets allows some of the Mages to act boldly, standing in the open and withstanding rifle fire that might otherwise gib a regular soldier.  Their rifles allow them to fire more accurately and more quickly than their counterparts, and as buildings are stormed one-by-one it invariably ends with Murano and Torcello leading the charge. 

With remarkably few casualties, Abbraccio takes Kobarid, marking the first time a Minor City has changed hands this game and throwing Kolubaria's domination of mountainous terrain into question.

Spoiler (click to show/hide)




Gulf Theatre:

Abbraccio makes a push for Portoroz this turn in an attempt to tighten the blockade around Trieste.  Taking Portoroz would eliminate the shore installations there, weakening Kolubaria's defensive posture in the region.  Kolubaria, aware that some manner of activity would be happening in Portoroz this turn, has sent Perun 1 there for spotting and defensive measures.  This turns out to be a good choice - Perun 1 is equipped with Sky Eye, and they make good use of this equipment to survey the surrounding countryside.  Abbraccio's attempt to push north across the bridges is detected instantly, and with the ability to now show the artillery commander in the region what they can see they begin shelling the advancing troops.  The attack stalls, and without troops in the region to hit the shore installations Abbraccio's fleet takes some minor damage.  A few destroyers end up steaming back to Venice for repairs, and the blockade loosens slightly.

A little further north, Abbraccio's push south along the coast goes about as expected, but Kolubaria surprises them with a counter-push along the road towards Gorizia.  The counter-push fails to go as far as the commanders in the region might have hoped, but it does threaten Monfalcone and Gorizia.  With both of the cities now dangerously close, further Abbraccio pushes have been stalled until defensive positions can be established to secure the cities.  This involves digging some temporary trenches, which will be abandoned once it comes time to push south once more.

Spoiler (click to show/hide)




South Theatre:

Just as Abbraccio sent their forces north, Kolubaria sends their forces south.  The two remaining Kolubaria units - Veles 2 and Svarog 3 - are sent to Porec to assist in the assault on Pazin.  Abbraccio troops in the region are making a push for Porec, as taking the heart of the peninsula would cripple Kolubaria forces in the region.  Kolubaria troops are making a similar push, hoping to take Porec and eliminate Abbraccio's control of the critical port.

Quote
"...hey, Marco, is that rock moving?"

Marco glances up and squints.  "I dunno, Antonio, which fuckin' rock?"

"That rock.  The weird-lookin' one.  Looks like someone tried painting a picture rock but never saw a rock before so they're just guessing."

"Oh, you mean that weird-lookin' rock?  The one with the barrel sticking out of it - "

The rock goes BAM and Marco's cap flies off his head.  The two of them immediately dive for cover, and a few seconds later the distant thump-thump-thump of enemy artillery echoes through the air.

"Antonio, I don't think that was a rock."

Kolubaria's Camo Cloak (imaginatively named) lets Mages crawl close to enemy lines without much detection.  The cloak is a pain to use, as the pigments must be changed manually by the Mage and constant maintenance is required, but when combined with the Lanner Special the cloak can be a deadly tool.  Svarog 3 is equipped with the cloak, and they carry with them Scrying Focus's from Veles 2 - special gems, to which the spotters can anchor their Sky Eyes.  This artificially inflates the range on the spell, and with the ability to directly show commanders what they're looking at Kolubaria's artillery becomes deadly accurate even at longer ranges.  The two units work together, and in short order Abbraccio has fallen all the way back to Porec.  Abbraccio control over the city has all but shattered, and a single good push will evict them from the city.

Spoiler (click to show/hide)



In the rest of the world:

The Battle of Rufiji Delta goes down in east Africa, during which the German ship Konigsberg is sunk after a lengthy chase.  The British made effective use of aeroplane scouting to locate the ship, and after the Konigsberg armament is knocked out the ship was scuttled - leaving the British the undisputed masters of the Indian Ocean. Meanwhile, the Ottomans raid Russia's Black Sea coast and the Russians promptly declare war.  Despite the Ottoman War Minister order the raid illegally, attempts to apologize to Russia were botched and the Ottomans are reluctantly dragged into the war.  The UK blockades Germany, and the German Von Spee cruiser squadron fights back with mixed success.

In Abbraccio and Kolubaria, some people meet in secret.

It is now Design Phase, Turn 3.
« Last Edit: March 04, 2019, 03:45:59 am by evictedSaint »
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evictedSaint

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Re: Wands Race 2: The Great War - Core Thread Turn 2
« Reply #43 on: March 09, 2019, 05:52:15 am »

Battle Report 3: December-January, 1915

It's the turn of the year, and as the date creeps towards Christmas combat begins to lull.  An unofficial truce is made on Christmas as both sides take time to prepare their oncoming strategies.  On Christmas day, snow falls and dusts the ground between the temporary trenches dug by Abbraccio and Kolubaria, and with it comes soldiers collecting their dead and stretching their legs.  Unconfirmed reports of football games between the opposing armies make the papers, and in the few weeks following soldiers are reluctant to fight.  As a result, most of the combat this turn occurs in late January.

This turn Kolubaria's "Barrier" spell (cleverly named, as always) has been completed.  The spell is a complicated Evocation which projects a circular "wall" of magical energy in front of the Mage.  It requires direct focus from the Mage and operates by directly counter-acting force directed towards it.  It doesn't do well against multiple hits, and consumes large chunks of Mana with each blow it stops.  That being said, it has a cost of precisely zero, and can be used by [Competent] Mages.  How it will compare against Abbraccio's Fulcrum Armor is yet to be seen. A rather suspicious individual ducks into an unused room in the 624th's office one night, but no one notices.

Abbraccio has no new toys this turn, they have assembled some of their equipment into a new Loadout - the "Gauntleteer", which makes notable use of their Thaumic Radio, Fulcrum Armor, and telekinetic Gauntlets of Force to hurl artillery shells and flechettes. They've equipped their Mage Unit "Burano 3" with this Loadout, who will be able to effectively use the Gauntlets and Radio due to their [Competent] experience level.





Kolubaria's 624th Support Mage Company.
Spoiler: Equipment (click to show/hide)
Spoiler: Load Outs (click to show/hide)



Abbraccio's 208th Support Mage Company.
Spoiler: Equipment (click to show/hide)
Spoiler: Load Outs (click to show/hide)

« Last Edit: March 09, 2019, 06:25:08 am by evictedSaint »
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evictedSaint

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Re: Wands Race 2: The Great War - Core Thread (NEW!)
« Reply #44 on: March 09, 2019, 05:53:18 am »

North Theatre:

"HEAVY FIRE FROM SE.  SMALL CALIBER ART FROM MNTN POSITIONS.  CONCLED ENEMY SNIPERS. OBSRVRS RPRT ENEMY PREP ASSAULT ON N RD. DEFENSES CRUMBLING. PLS ADVISE."

A bone-rattling blast erupts in a section of the trenches a few dozen meters away, and the Abbraccio Mage ducks his head.  Thankfully no shrapnel was sent his way, and he clamps a hand over one ear to block out the ensuing screams.  His fingers twitch as he deciphers the Morse Code his Thaumic Radio squawks out through his handset.  He frowns, swears, and punches the earthen wall next to him.  Apparently, that was not what he wanted to hear.

"NEGATIVE. CAN NOT HOLD. OVERRUN IMMINENT. REQUESTING REINFORCEMENTS. PLS ADVISE."

"NEGATIVE."

"NEGATIVE."

"NEGATIVE."

Another blast lands amidst their defenses, closer this time.  A portion of the trenches crumbled inward, pooling dirt around the Mage's ankles.  He kicks his feet free, draws his Pavle Sidearm, and peeks up over the ruined rim of his trench.  A round digs up a furrow in the ground a foot in front of him and he ducks back down.  Swearing once more, the young Mage pulls his radio into his lap and dials a new frequency.  Fingers shaking, he quickly taps out a message.

"MURANO COMMS 5 HAILING MURANO COMMS 1. NO REINFORCEMENTS COMING. MAY GOD HELP US WE R ON OUR OWN."

The nearly effortless siege of Kobarid last turn is paid for in blood this turn.  Abbraccio's Mage Unit "Murano 1" is left to the defense of the city, charged with providing spotting and communications support for the theatre commander.  Murano 1's "Artillery Spotter" Loadout features their Galilei Lensing and Thaumic Radio, but the Mages are forced to go without Fulcrum Armor or even a standard rifle.  The Loadout which had carried them through the first few turns had begun to show its obsolescence.

Kolubaria, on the other hand, was enjoying what closely resembled a turkey shoot.  Perun 1, equipped with camouflage cloaks and make-shift sniper scopes, can easily get in position around the town and pick and prod at the defenders with relative impunity.  They also carry the Scrying Focus for Veles 2; essentially an anchor for the Sky Eye spell, which they can use to artificially expand the effective range.  With close-range spotting and snipers, it's relatively easy for Kolubaria to pin defenders and chip away at static defenses.  Abbraccio's own artillery spotters aren't as effective, and being stationed in the valley reduces the artillery range against enemy positions in the surrounding mountains. 

In short order, Abbraccio is forced back from their recent gains and abandon the town.  Kobarid - now conquered twice - is looking much worse for wear.  A Kolubaria Mage gains some notoriety for gaining three confirmed kills on Abbraccio Mages, and there's some talk about the 624th gaining its first Ace soon.  Precise, deadly, and nearly invisible, there's definite respect among Kolubaria infantrymen for these Mages.

Kobarid once more belongs to Kolubaria.

Spoiler: North (click to show/hide)



Gulf Theatre:

There is relatively little activity in the gulf of the Adriatic Sea.  Both sides seem content to dig trenches and toss down barbed wire while forces are redirected to the north and south this turn.  With more pressing theatres demanding attention, the only thing of note is Abbraccio's fleet slowly tightening their blockade a few miles as previously damaged destroyers are sent back to the front.

Spoiler: Mid (click to show/hide)



South Theatre:

Combat intensifies.

Kolubaria is making a bid for the minor city of Porec, which is a crucial port and staging point for Abbraccio.  If Porec falls, then Funtana and Vrsar will fall shortly after and leave Abbraccio hard-pressed to make further gains in this theatre.  However, if Abbraccio manages to hold the line, then Rovinj and other cities on the coast will be in danger.  As with before, the majority of the fleets are tied up in the gulf to the north, with Kolubaria's fleet at anchor in Trieste and unwilling to fight, and Abbraccio's fleet is stuck blockading while unwilling to sail within striking distance of the harbors defenses.  The situation here is reversed from what happened in Kobarid.  Abbraccio has allocated Torcello 2, Burano 3, and Guidecca 4 to the defense (and if necessary, evacuation) of Porec.  Kolubaria's Mages are out-numbered with Svarog 3 and Dazhbog 4 supporting the assault. 

Kolubaria's attack consists almost entirely of mundane troops, with artillery support hidden in the woods further to the east.  Svarog 3 is decked out in Kolubaria's Front-Line Loadout, which makes notable use of telekinetically hurled shells, Runes of Power, sawn-off shotguns, and GDMC Mk. 3b talismans.   Dazhbog 4 (their new Rookie unit) is held back to perform spotting for Kolubaria's artillery, thus keeping them mostly out of harms way.

Abbracio's defense consists of dug-in infantry and what artillery they can get on the shore.  Their typical strategy of naval support is undercut as the destroyer fleet is engaged by Kolubaria's destroyer fleet, and the available ships are occupied performing defensive measures and preparing for an evacuation if needed.  Torcello 2 has the Artillery Spotter Loadout, making use of their Thaumic Radio and Galilei Lensing for coordination and artillery spotting, respectively.  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.  Guidecca 4 (Abbraccio's new Rookie unit) has been given the Footsoldier Loadout.  With the security of the city on the line, there's little else they can do beyond throw a set of Fulcrum Armor on the new recruits and shove a Trench Broomstick in their hands.

The assault on Porec is preempted by gradually intensifying artillery barrages.  The peninsula isn't quite as rough as the mountains to the north, at least not this close to the shore.  The land is mostly farmland with intermittent forests, so heavier artillery can be brought to bear.  Porec expands quite a bit to the north and south, with the suburbs more or less merging into Funtana and Vrsar.  This means that there's plenty of houses and roads and minor elevation changes that defenders can take advantage of, allowing Abbraccio to dig trenches and lay down barbed wire and mines to help funnel attackers. 

Unlike the northern mountains, Kolubaria's Mages don't have Camo Cloaks, meaning Svarog 3 can't carrying Scrying Focuses closer to the frontline for Dazhbog 4.  This proves to be a problem on advances, where the shifting frontline means the Sky Eye Mages must pack up and travel in order to maintain a higher degree of effectiveness.  More than a few rituals are ruined as bowls of water get knocked over.  Svarog 3 proves to be more effective however, as they are able to act as highly mobile light artillery pieces.  Surprisingly, mundane soldiers seem to prefer sticking with Svarog fireteams - presumably due to their Rune of Power, which significantly reduces a soldiers chance of bleeding to death.  The sawn-off double-barrel shotgun also proves useful when clearing houses, though this happens rarely as Svarog 3 fireteams generally prefer to operate from a distance with their Alpenkonone Shells.

Abbraccio Mages have not been idle, however.  Torcello 2's ability to operate Thaumic Radios and coordinate the defense is invaluable, as well as their ability to spot and report on enemy movements.  It's taken some time for Abbraccio commanders to truly utilize the ability for real-time messaging and order relays, but after a couple turns it has become a real asset.  Defenses are reinforced as needed, and counter-attacks are coordinated any time Kolubaria forces over extend.  Coordinating with naval assets is considerably more difficult, as getting the proper channels and figuring out who shot where isn't terribly easy in a war zone, but the destroyers offer support where they can.  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.

Guidecca 4, the Rookies, are thrown into the meat grinder.  Unlike all the other Mage Units in this theatre, they are on the very front lines, in the dirt, fighting tooth and nail to stop or delay the attackers.  As before, their Fulcrum Armor inspires awe among the mundane soldiers they're fighting next to.  It's common to find these Mages in tattered rags, bleeding, but still alive.  With uncanny accurate rifle fire from their Trench Broomsticks, these Rookies end up leading counter-attacks and performing heroics that would get normal men killed.

Thusfar in the war, combat between Mages has been at stand-off distance.  Interactions between the 624th and 208th have been distant and limited, with the Mages operating as spotters and snipers. 

Guidecca 4 fireteam pushes through across a street just outside of Porec, moving south to reinforce a machine gun position in danger of being overrun.  Two of the Abbraccio Mages turn the corner to find a Svarog 3 Front-Line team cracking open a box of Alpenkanone shells, having slipped in unnoticed and preparing to barrage the line.  There's a moment as the four Mages all look at one another in surprise.

The Abbraccio Mages level their rifles as one of the Kolubaria Mages scrambles for his shotgun.  The other Kolubarian manages to throw up a Barrier spell just in time, but it crumples as several Trench Broomstick rounds slam into in rapid succession.  He tumbles backwards over the box of shells as the other Kolubaria Mage brings his shotgun up, the first round shredding the Abbraccio Mage's Fulcrum Armor across the chest, and the next winging the him across the shoulder.  The Fulcrum Armor goes up in a cloud of bloody confetti, but the defense was enough to keep the blast from tearing his arm off - though he's grievously wounded.  Swearing in Italian, the remaining Abbraccio Mage swings the barrel of his gun over and fires, just as the Kolubarian drops the shotgun and throws up both his hands in a Barrier Evocation.  The round hits dead-center, guided in part by the Mana-Tracer affixed to the barrel.  He fires once, twice, three more times, and the Broomstick clicks empty on the fourth.  Sweat beads on the Kolubarian's forehead as he just barely manages to hold up the spell, both arms out-stretched and trembling.  Cursing whoever decided the Sava '00 should have a 5-round magazine, the Abbraccio Mage draws his Pavle sidearm and empties the clip. 

The Barrier breaks on the first shot.

Compared to the Fulcrum Armor, Kolubaria's Barrier Evocation can't compete.  It's complicated, doesn't operate passively, and requires the Mages dedicated focus to use.  Additionally, their only weapon upgrade has been out-sourcing a few sawn-off shotguns, which work well in close quarters but don't feature the rapid-fire, long-range, or precision of Abbraccio's Trench Broomstick.  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. 

The fighting is fierce, but Abbraccio manages to turn the tide.  Their Mages on the front line perform heroically, and their ability to coordinate with portable radios (even if it's only Morse Code) allows them to synergize well with their mobile artillery units.  Kolubaria Mages prove to be a bit less flexible, and despite their superior spotting mechanics they struggle to make good use of them.  Additionally, being out-numbered 3 to 2 only tipped things further in Abbraccio's favor.

Kolubaria's push in towards Porec falters, and Abbraccio takes advantage of it to counter-attack and push the frontline back east.


Spoiler: South (click to show/hide)



In the rest of the world:

Germany performs the first Zeppelin raid on Great Britain, ushering in the use of air power for combat purposes.  They also perform the first large-scale chemical attack during the Battle of Bolimov, firing 18,000 artillery shells containing liquid xylyl bromide tear gas on Russian positions.  Due to frigid conditions, this failed to have much of an effect as the liquid froze rather than vaporize.  The British manage to intercept and decode a German transmission regarding a raid on the Dogger Bank, allowing them to intercept and chase off the slower German naval squadron.  During the chase the German armored cruiser Blücher was sunk, and the remaining ships were significantly damaged.  The Ottomans attack and take Urmia and Tabriz, but fail to take the British-controlled Suez Canal.  Japan issues twenty-one demands to China, which would greatly extend Japanese control of Manchuria and of the Chinese economy, and particularly rejected the Open Door Policy.  The United States and Great Britain are not happy and begin to suspect that maybe Japan isn't completely trust-worthy.

It is now Design Phase, Turn 4.


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