Book 2 - Text Updates 025

Book 2 - Text Updates 025

As he entered the gates of Spacerock, Tramennis broke stack. With a sudden whoop, he left his column behind and bounded off down Mainway in the pocket of his tankeroo.

He grinned and waved at the solemn salutes, as he blew through a stack of city guardsmen. His agile mount covered the street with a padded thwup-thwup-thwup, landing and leaping from the paving stones in the open spots among the soldiers.

He had covered more than two-thirds of the distance to the Garrison before it occurred to him to consider the enemy units directly above him.

Though they showed no signs of impending aggression, he scolded himself. Those yellow dwagons, at least, could take some potshots at him. It had been too many turns to count since Tramennis had looked upon Erfworld strictly as through a general's eyes.

He slowed his mount to a walk and squinted upward. There were a lot of them up there. A lot of heavies and a lot of warlords. He winced to see Ossomer among them.

This would be a long fight, though not a difficult one. With the tower fully spelled-up and four casters on hand to augment more than six hundred archers, no force of flyers could hope to survive the turn. Those archers and casters would do a lot of leveling today. They would drop that enemy Croakamancer, and Ossomer's dust would scatter across the city he once had loved.

And after that? The whole war would turn around. The Arkenpliers would return to Jetstone. (Indeed, to him, he supposed. What a thought.) The Coalition he had helped to assemble and re-assemble would finally prevail. The Titans would once again smile upon the Royal powers, and Father would be insufferable, for having been given the proof of it.

Getting things back to normal would be pleasant. In sixteen turns, another heir was due to pop here. Tramennis would then happily relinquish the Chief Warlord title, and let the new Prince see to the administration of Lord Stanley's just desserts. Then he could return to diplomacy and various treachery-prevention efforts, his true calling.

However, as he reached the Garrison archway and dismounted, his mind was beginning to find the proper track for command. The casters would deploy to the Tower top, that was a given. The very few flyers...would need to stay grounded, perhaps sheltered in the atrium.

The archers...he supposed he would split them between Outer Walls and Garrison at first. After parley, his opening salvo would be pure magic, focused on the heavy flyers, particularly the mounts of the casters (if possible, though with all the enemy's available Foolamancy it seemed unlikely that they would be granted a clear choice of targets). Whatever enemy units survived after that onslaught might show a preference for the airspace in one region of the city or another. He would then redeploy his archers wherever they would have the best chance at downing the remnants.

On the inside, the great marble halls were shady and cool. Friendly, forever-saluting faces greeted him as he strode through the carpeted corridors. Before ascending the tower to meet with Father, he strode out into the atrium and took a glance around.

Most Level 5 cities were designed with some unique or augmented feature. Some designs emphasized outer walls or tower or tunnel structures, often at the expense of other parts of the city. Spacerock had dungeons, but no tunnel zone at all. Instead, it had an unusually ornate and well-defended Garrison. Its outer structure was not merely a wall, but a full twelve-story palace complex of rooms and chambers.

At its center, a vaulted roof of smoked glass panels covered what would be the open courtyard in a more typical Level 5 design. This formed a cavernous area they called the atrium. Troops could be trained and quartered here, and indeed there were two regiments of infantry already assembling. He would probably order most nonessential units in here for the battle.

It was not a Jetstone design, but it suited. Spacerock the City had first been the capital of Spacerock the Side, ruled by a man who chose to call himself Spacerock the King. Jetstone warred long with him, and finally defeated Spacerock the King at the historic Spacerock the Battle. And though Jetstone retained its original capital site, the capital of the side had been moved to this much grander city.

Tramennis turned and found the nearest staircase, not bothering with the protocol of letting Courtiers fawn on him and announce him as they escorted him up the Grand Stairs to the Royal Court. He had a war to fight, and questions...always questions.

He would first find Father for the easy questions.

But he would need to talk to the enemy for some of the harder ones.

Recent posts... (See full thread)
BLANDCorporatio wrote:
Dr Pepper wrote:
Sylvia and Oss make out as they fall to their dusting!


Is that an illustration request?


It is now...
gazes_also wrote:

Page 24 is before Haggar's intervention and the taking of Ansom. The column looked much more formidable then and basically it was a choice whether to defend the city or attack the column with the CWL, they were unlikely to succeed at both. After it had been gutted by Haggar and Faq the column was little more than a warm up. Why waste move which may turn out to be useful by making a double trip when it is possible to eliminate both with one? They dealt with what was in front of them with little waste of move, energy or resources. It was the logical, economical action.


Again, no argument here that it is logical and economical to attack the column along with the others, I'm only saying the he will regret doing so. The logical, economical action can still be the wrong choice. The predictions I'm making are based on story arc and writing mechanisms as much or more than strategical concerns. It may have been a logical move, but Tramennis doesn't know that he's in a webcomic, nor does he know that he isn't the main character. From our perspective as readers we can make predictions taking into account a much wider range of information than Tramennis can.

It's similar to like Ansom's decision not to attack when he first reached Gobwin Knob but instead send troops into the tunnels was logical based on the information he had at the time, yet he did eventually regret having made that decision.

(As a side note: why waste move going back and forth? Because there's no downside, they don't have anywhere else they plan on going to, right? And because you want to face the greatest threat (and greatest prize) with all available resources. Not to mention they have no clue what would happen if Jetstone recaptured the pliers. Perhaps the entire column of infantry would turn to Jetstone's side. And to deny GK time to think and strategize. And while you might be able to find alternative reasons you find to be more compelling, keep in mind that stories don't always choose the most likely, most predictable outcome. Jetstone may think they have won the day, but we as readers knew that wouldn't be the case the whole time.)
effataigus wrote:
The law of plot parsimony suggests that this will come back to haunt JS though... Ford's speech and Wrigely's sacrifice would be irrelevant if GK doesn't find a way to finish off some of those torn-up teddy bears and turn them on their makers.


Not everything is plot, not everything is foreshadowing, sometimes it's just colour.
gazes_also wrote:
effataigus wrote:
The law of plot parsimony suggests that this will come back to haunt JS though... Ford's speech and Wrigely's sacrifice would be irrelevant if GK doesn't find a way to finish off some of those torn-up teddy bears and turn them on their makers.


Not everything is plot, not everything is foreshadowing, sometimes it's just colour.


And sometimes a a pipe is just a pipe.
Has anyone put any thought into considering how much 'pure magic' offense Jetstone really have at their disposal? Unless they're hiring from the Magic Kingdom, they have a Healomancer, a Dittomancer, a Dollamancer and a Hatmancer, none of which strike me as particularly offensive units. No Shockmancy, no Croakamancy, unless they have a lot of scrolls at their disposal.
DevilDan wrote:
gazes_also wrote:
effataigus wrote:
The law of plot parsimony suggests that this will come back to haunt JS though... Ford's speech and Wrigely's sacrifice would be irrelevant if GK doesn't find a way to finish off some of those torn-up teddy bears and turn them on their makers.


Not everything is plot, not everything is foreshadowing, sometimes it's just colour.


And sometimes a a pipe is just a pipe.

Ceci n'est pas une pipe.
If you want to argue plotwise, it might still be posititve for JS to have destroyed the column: After the boop hits the fan and Wanda survives, at least the column is mopped up, which plotwise means that GK is not as much of a steamroller as it was before.
Squishalot wrote:
Has anyone put any thought into considering how much 'pure magic' offense Jetstone really have at their disposal? Unless they're hiring from the Magic Kingdom, they have a Healomancer, a Dittomancer, a Dollamancer and a Hatmancer, none of which strike me as particularly offensive units. No Shockmancy, no Croakamancy, unless they have a lot of scrolls at their disposal.
The hatomancer can almost certainly pull something out of his hat. Probably a Voom. Ditto for the dittomancer obviously. The healomancer can probably restore juice or something, and the dollamancer probably can use Voodoo dolls. Also some games I have played have put life steal and healing in the same catagory. Also I think quite a few people have been offended by the dittomancer.
Lamech wrote:
Squishalot wrote:
Has anyone put any thought into considering how much 'pure magic' offense Jetstone really have at their disposal? Unless they're hiring from the Magic Kingdom, they have a Healomancer, a Dittomancer, a Dollamancer and a Hatmancer, none of which strike me as particularly offensive units. No Shockmancy, no Croakamancy, unless they have a lot of scrolls at their disposal.
The hatomancer can almost certainly pull something out of his hat. Probably a Voom. Ditto for the dittomancer obviously. The healomancer can probably restore juice or something, and the dollamancer probably can use Voodoo dolls. Also some games I have played have put life steal and healing in the same catagory. Also I think quite a few people have been offended by the dittomancer.


They are more resource-and-materiel-oriented rather that strike-force-oriented casters
If Wanda goes with Jack' s plan of decrypting croaked unit as they fall, and the dittomancer doubles the arrows, that seems like a push. (I did think the double double on the arrows at the bridge was a bit much)
The steal life thing makes sense, the healomancer could either heal or dispatch wounded units regardless of side.
Could the dollamancer make flying golems? Sew wings on some some battlebears?
How about the hatomancer making the pliers disappear from Wanda's hand and appear in his hat? That would be quite a rabbit to pull out.
It does say that the tower does have magic defenses which could be purchased spells rather than home-grown ones, so anything is possible there.
All I know is that any strategy that tries to single out Wanda without a major force to drive a wedge into that formation of dwagons to its chewy, evil center (Wanda) is not exactly well thought-out.