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Author Topic: West Side, Embers of the Past Turn 2 Revision Phase  (Read 5263 times)

Naturegirl1999

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Re: West Side, Embers of the Past Turn 2 Design Phase
« Reply #75 on: May 05, 2020, 07:34:27 am »

Quote from: Votebox
Structural Grasp: Magical : (1) TricMagic
Thought Partition :
Structural Grasp: History : (1) TricMagic
Anath Aithrim Peltasts: (1) Madman
Scilari Auxiliaries: (2) Madman, NG1999
Heat Shift: (1) NG1999
I thought this design could be moved here since it was proposed after the first design phase
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TricMagic

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Re: West Side, Embers of the Past Turn 2 Design Phase
« Reply #76 on: May 05, 2020, 09:12:42 am »

Main issue with that is that we are not crossing the river with it.

I also think people are underestimating what it takes to train horses and actually be able to fight on them. When there is a basic solution. However, I'd like to have Magical Grasp before delving into full magical solutions.


Electricity Rune Formation

A magical formation that can store electricity in the object it is applied to. Strong impact causes it to lash out at what it hits. Though the use of this rune and Electrified Grasp, copper ovals can be filled beforehand at home for our slings to use. And upon strong impact, it will electrify what it hits, discharging all at once.

Copper isn't the best material for blunt damage, nor as cheap as iron. However, magically it is superior in it's storage capability, making these weapons deadly for the low cost of some prep time. They also won't leak with the magical formation keeping it inside, only to trigger upon that strong impact that comes from their sudden stop after being launched.



Simplistic solution, but effective in making slings far deadlier, yeah?
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Madman198237

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Re: West Side, Embers of the Past Turn 2 Design Phase
« Reply #77 on: May 05, 2020, 09:26:21 am »

Tric, you are wrong about horses.

Quote from: From Discord
Hey, @Nemonole , do we have horses available?
Nemonole04/03/2020
You might. Normal horses won't run you up too much difficulty on their own.

So they're NOT too difficult to use and employ, therefore we will be doing horse archer cavalry since they're likely the deadliest class of soldier before the invention of gunpowder.
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Naturegirl1999

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Re: West Side, Embers of the Past Turn 2 Design Phase
« Reply #78 on: May 05, 2020, 09:48:47 am »

Quote from: Votebox
Structural Grasp: Magical : (1) TricMagic
Thought Partition :
Structural Grasp: History : (1) TricMagic
Anath Aithrim Peltasts: (1) Madman
Scilari Auxiliaries: (2) Madman, NG1999
Heat Shift:
Electricity Rune Formation: (1) NG1999
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TricMagic

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Re: West Side, Embers of the Past Turn 2 Design Phase
« Reply #79 on: May 05, 2020, 10:28:00 am »

Quote from: Votebox
Structural Grasp: Magical : (1) TricMagic
Thought Partition :
Structural Grasp: History : (1) TricMagic
Anath Aithrim Peltasts: (1) Madman
Scilari Auxiliaries: (2) Madman, NG1999
Heat Shift:
Electricity Rune Formation: (1) NG1999

NG, I wrote that as a possibility, I want Magical Grasp first.

MM, I note it says "On their own". Training to actually fight on horseback would be more difficult. And once again, we don't have a bow yet either.

As for you argument on discord about History, Nemonole has already said stuff about it. It won't be no effort, but would allow us to replicate things our enemy makes with more ease. Right now, that happens to be bows and better iron. We'd still need to use a proposal to do so, but upgrading or replicating will be made possible. Though the long term point of that spell is to eventually learn the secrets of our ancestors, which would be later when we have the specialists who can do so..


.. There exists horse, which wouldn't really add difficulty on their own. However, training is required to fight on horseback, and we'd also be making the bow, so the difficulty would be there.


Of everything, I'd want Magical Grasp this turn, rather than later on. The sooner we have it, the sooner we get to use it.



hmm..

Mana to Force Reaction Launcher

Kinetic Force, an enchantment that uses magical power. Power is stored inside a copper shaft, and the runic structure around a barrel of copper. When mana is pressed into the correct spot in the formation, the stored mana converts to force and releases onto the object inside the barrel, in this case iron. The force sends the iron ball through the barrel and out the end at high enough speeds to pierce our own armor. It is thought that better iron would make for something more powerful, but this is a simplistic weapon based upon mana to force, launching a 100 mm object at high speed. It's current range isn't any better than our slings, but those with a hint of magical training can make use of these with frightening effect against horses and men.

Looks like a very long stick with the copper shaft wrapped around a core of wood, at a slight angle. Takes 30 seconds for the fledging users to recharge it. Actual spellwrights can cut that down to 10 seconds. These fledgling magic users don't really need to know much more than the basic use of mana to use the new weapon, and so can be trained as a basic corp to supplement our forces.
« Last Edit: May 05, 2020, 10:42:30 am by TricMagic »
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Naturegirl1999

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Re: West Side, Embers of the Past Turn 2 Design Phase
« Reply #80 on: May 05, 2020, 11:54:40 am »

Quote from: Votebox
Structural Grasp: Magical : (2) TricMagic, NG1999
Thought Partition :
Structural Grasp: History : (1) TricMagic
Anath Aithrim Peltasts: (1) Madman
Scilari Auxiliaries: (1) Madman
Heat Shift:
Electricity Rune Formation:
Mana to Force Reaction Launcher: (1) NG1999
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chubby2man

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Re: West Side, Embers of the Past Turn 2 Design Phase
« Reply #81 on: May 06, 2020, 07:33:42 pm »

Quote from: Votebox
Structural Grasp: Magical : (2) TricMagic, NG1999
Thought Partition :
Structural Grasp: History : (1) TricMagic
Anath Aithrim Peltasts: (2) Madman, C2M
Scilari Auxiliaries: (2) Madman, C2M
Heat Shift:
Electricity Rune Formation:
Mana to Force Reaction Launcher: (1) NG1999
[/quote]

I think diversifying our base units now will free us up to design better spells later once we get a more solid idea of what we are facing.
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TricMagic

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Re: West Side, Embers of the Past Turn 2 Design Phase
« Reply #82 on: May 06, 2020, 07:54:49 pm »

That doesn't really hold up as an argument really, given Magical Grasp is something that gives us information, which will help in knowing what we are facing. And we still have another turn after this to do the units before combat. No need to do them right now.
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Madman198237

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Re: West Side, Embers of the Past Turn 2 Design Phase
« Reply #83 on: May 06, 2020, 08:12:21 pm »

GAH, TRIC.

"That doesn't hold up as an argument"? Better units = better units, especially since once we have a unit archetype we can upgrade it with magical equipment all we want. Magical Grasp is something we can also do next turn, without hamstringing ourselves, since either we do magic first and units second, or units first and magic second.

Units first is the more logical choice: It allows us to get a basis for how much different units are going to cost. There's no point in adding magical equipment to a unit (like the peltast) that is supposed to be our most common soldier only to accidentally make it Expensive before they ever get deployed. Magic second also has the benefit that we're going to see a little more of the world to help shape our decisions about magic. I'm already considering ways to go about exploiting the concept of Magical Grasp with regards to the River and also the enemy's Danger Sense, one more turn might just get us even more interesting tidbits to go on.

Anyway, Magical Grasp gives us information on NOTHING YET, since it doesn't really matter what the NPC factions are using since we are guaranteed to win against them anyway. The information it gives is not yet going to inform our unit decisions, but our knowledge of unit costs WILL inform how we go about working with magic, therefore doing units first gets us usable information before Magical Grasp does.
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TricMagic

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Re: West Side, Embers of the Past Turn 2 Design Phase
« Reply #84 on: May 06, 2020, 08:23:24 pm »

I was more referring to the fact that not knowing what we are facing doesn't affect Magical Grasp at all. I also note that it seems we lost to the horse archers.

Also, magical equipment? I kinda want to have it this turn just to see what it would tell us in the upcoming report. The units being done next turn doesn't really affect anything since we can't actually lose?

And Magical Grasp does have a valid target, the Forge's enchantment.
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Glass

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Re: West Side, Embers of the Past Turn 2 Design Phase
« Reply #85 on: May 06, 2020, 08:26:42 pm »

Quote from: Votebox
Structural Grasp: Magical : (2) TricMagic, NG1999
Thought Partition :
Structural Grasp: History : (1) TricMagic
Anath Aithrim Peltasts: (3) Madman, C2M, Glass
Scilari Auxiliaries: (3) Madman, C2M, Glass
Heat Shift:
Electricity Rune Formation:
Mana to Force Reaction Launcher: (1) NG1999
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Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

Naturegirl1999

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Re: West Side, Embers of the Past Turn 2 Design Phase
« Reply #86 on: May 06, 2020, 09:32:44 pm »

Quote from: Votebox
Structural Grasp: Magical : (1) TricMagic
Thought Partition :
Structural Grasp: History : (1) TricMagic
Anath Aithrim Peltasts: (4) Madman, C2M, Glass, NG1999
Scilari Auxiliaries: (4) Madman, C2M, Glass, NG1999
Heat Shift:
Electricity Rune Formation:
Mana to Force Reaction Launcher:
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TricMagic

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Re: West Side, Embers of the Past Turn 2 Design Phase
« Reply #87 on: May 07, 2020, 09:31:46 am »

Quote from: Votebox
Structural Grasp: Magical : ()
Thought Partition :
Structural Grasp: History : ()
Anath Aithrim Peltasts: (4) Madman, C2M, Glass, NG1999, TricMagic
Scilari Auxiliaries: (4) Madman, C2M, Glass, NG1999, TricMagic
Heat Shift:
Electricity Rune Formation:
Mana to Force Reaction Launcher:

*shrugs*
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Naturegirl1999

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Re: West Side, Embers of the Past Turn 2 Design Phase
« Reply #88 on: May 07, 2020, 09:50:06 am »

Quote from: Votebox
Structural Grasp: Magical : ()
Thought Partition :
Structural Grasp: History : ()
Anath Aithrim Peltasts: (5) Madman, C2M, Glass, NG1999, TricMagic
Scilari Auxiliaries: (5) Madman, C2M, Glass, NG1999, TricMagic
Heat Shift:
Electricity Rune Formation:
Mana to Force Reaction Launcher:
just updating the numbers
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Jilladilla

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Re: West Side, Embers of the Past Turn 2 Design Phase
« Reply #89 on: June 03, 2020, 07:43:06 am »

Turn 2 Design Results

Quote from: Anath Aithrim Peltasts
Our nation has always looked to the sea. Our greatest ruins are here, along the shore. We are their inheritors, and we will once again rule the waves. But first, there is war on land. We have never been fond of using masses of close-grouped heavy infantry to bludgeon through all our foes. Formations are not of great usefulness onboard ship or in rugged terrain, and our home has few regions of anything that might be remotely considered even ground. Thus, we use some elite heavy units and many lighter armored soldiers capable of fighting anywhere. The first to be reborn of this flexible multi-pronged strategy are the fabled Anath Aithrim Peltasts. They marched to war under the banners of the Princes of the huge coastal fief of Anath, and carried the fearsome Aithrim, throwing-spears enchanted to cut through any armor and fly further than any human could ever manage. While our craftsmen cannot match the skill of our ancestors, we wish to inspire our soldiers nonetheless, and so the unworthy bear lofty titles once reserved for greater heroes.

In order to compete with the two threats we're faced with, our Hunters need to go. In order to make that happen, we're using our access to cheap iron to field iron armor and weapons of reasonable quality. Each soldier carries a standard infantry spear of about 8ft length, a set of javelins for skirmishing, and an iron leaf-bladed short sword for a backup weapon. For armor, they carry an iron helmet with iron scale aventail (a tail of flexible armor mounted to the bottom of a helmet that covers the back of the neck and, in later times [but not here], the everything below the mouth), a wooden shield (in the thureos style, AKA an oval), and some body armor made of tough cloth with portions of overlapped iron scales attached to the outside of the cloth covering the shoulders, upper chest, and right arm. This armor scheme protects the areas of the body that are vulnerable to arrow fire or strikes that pass over the shield, but doesn't use as much metal as a full-torso armor set and also protects the striking arm which may have to reach out past the shield. The shield arm, of course, doesn't need armor.

Peltasts function as medium infantry and are meant to make up the majority of our forces. They are more maneuverable than heavy infantry and do not rely on tight formations, and are thus capable of maneuvering around broken terrain. They bring extremely dangerous ranged weapons, military discipline, and armor that is very capable at resisting arrows to our lineup. Their role is to be the main class of soldiers for our army, breaking enemy skirmishers and harassing heavier units before assaulting their flanks.

[Normal] 5 + 2 = Average

Reasonably equipped, the Anath Aithrim Peltasts are the first step to recreating our Legendary Army of Old; and a revolution in how we conduct warfare in the present. Though the Peltast's armor is light; accomplishing that by focusing the protection onto a few areas means that the protection is still effective in spite of being made of mere wrought iron; and their armament of a long spear, sword, and javelins renders them a flexible combatant, even if they obviously have a bias towards skirmishing over pitched combat. And skirmishing is how their training was focused, to strike at an enemies flanks and harassment while heavier units hold the line, exploiting broken or rough terrain if they can.

Of course, given how these units are currently our heaviest, the line-holding duty will fall onto those who manage to receive magical hardening for their gear.
With the cheapness of iron combined with their rather sparse armoring, they are [Common]; obsoleting our Hunters. Unless you still see potential in them.



Quote from: Scilari Auxiliaries
In ancient days, the distant region of Scilari provided our great people with soldiers as tribute, as did other regions. These "auxiliary" soldiers filled roles that were at the time considered unfit for "proper" soldiers to fill. Cavalry were not generally used by our soldiers, as taking horses onboard ship is not an easy task, nor can you carry many aboard a ship. Archer, mage, and infantryman were the preferred roles for our own soldiery, as they were useful in every situation our armies could find themselves. However, in the open field, cavalry was, and is, a powerful weapon, and Scilari from their open plains were one of our chief sources of cavalry.

Scilaria is no more, and those ancient days are gone. Horses, however, still roam across a few regions of our homeland, and we still need cavalry. And in these days, we realize that cavalry, archer, infantry, or mage, to serve our people is what matters. So a few of our people have taken up the role of cavalry again, and the name of the Scilari, most perhaps not even knowing the origins of the word. They wield composite bows similar to those found amongst our Karrik foes, and wear our linothorax-style cloth armor. They also wield a short spear, though they mostly skirmish with the enemy and harass their formations during battle, before chasing down the enemy fleeing the field or covering friendly retreats. A padded helmet and oval-shaped shield complete their equipment and give them moderate protection.


With the Fall; many things were lost. Some say the greatest thing lost were our most steadfast allies, the Scilari; for the wonders can be rebuilt, but the dead are truly gone and lost. And with the Fall, the Scilari exist only as memories....

Spoiler: Result (click to show/hide)

Or so we thought... Several generations ago; a group of travelers arrived in our lands from the south. Taken initially as one of the many tribes of the Karrik, these travellers were generally held at arms length, and were not to be trusted... Until they identified themselves, and regaled us with tales that only a Teluran or a Scilari could know... Scilaria is no more, it's lands decayed into yet another portion of the Cursed Wastes, but its people endure.

In the generations since then, the Scilari refined their arts, so that they would be ready when the time came for their assistance to be needed. Indeed, it is hard to find a finer horsemen or an archer than a Scilari; and forget about one who exceeds them in both! And though being on a moving horse does spoil aim a bit, the Scilari maintain a good degree of accuracy doing so. And their stint as being a tribe of the Karrik seems to have given them a seemingly unnatural affinity for traversing hazardous terrain. 'You had to learn, or you would die'; is the common answer to any questions about how they did so... Though already reports have came in about how they 'lost their touch'. Still, following a Scilari through the Steamspout Slopes is significantly safer than trying to navigate it on your own.

Though the Scilari lament not being able to speak with their ancestors (for their shaman died shortly before they reunited with us); they are certain that they are smiling upon them, for upholding the ancient alliance. And though their still nomadic nature made them slow to rally and get to the front, they are eager to make up for lost time...
They are [Uncommon]


Spoiler: Armory (click to show/hide)
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Glory to United Forenia!

If you see a 'Nemonole' on the internet elsewhere, it's probably me
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