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Author Topic: Planetary Arms Race - Moerth, Strategy Phase 2212  (Read 38030 times)

Detoxicated

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Re: Planetary Arms Race - Moerth, Revision Phase 2206
« Reply #30 on: May 14, 2017, 05:52:50 pm »

Printed Pistol Mk 1.1 (5): Shadowclaw777, Nirur Torir, NUKE9.13, Yottawhat, Detoxicated

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Nirur Torir

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Re: Planetary Arms Race - Moerth, Design Phase 2206
« Reply #31 on: May 14, 2017, 07:59:34 pm »

So anyway, about our tactics. As it stands, our current transports can move two units each- but those two units would be entirely unarmed. If I'm reading it correctly, a unit with a Printed Pistol and X112 spacesuit takes up 2.3 2.43 CU.
We could use two ships to transport 3 units at a time- the first ship with two unarmed units in it, the second ship with one unit and all the equipment (4 CU and 3.3 CU)

As I see it, what we should do tactically is move three units in two ships to capture a resource-bearing world- preferably one we reckon they might also attack, because if they send 1 unit and we send 3, we win- and 1 unit to capture the 'worthless' planet of B2. If they choose to go after resources only, we can capture B2 uncontested, after which it will take them a minimum of 4 turns to retake it. Having a planet right next to their homeworld will put pressure on them, making them act recklessly.
We could also split off and attack every rear-most planet. If they also split their forces evenly, then they get no advantage. If they split evenly and go for their easier or middle world, we get the advantage. If they double-up somewhere, then we get an easy win on one lane.

It is tempting, but I definitely do not want to send a party-pack of three units to A3 or C3. If they get cut off, then we only have two units to defend our capital and push two lanes. A wise Amaok would then keep our guys stranded there, quickly take a lane, and then shove three units at our capital. We might be able to eke out survival for a while by researching surface-to-orbit weapons, but it wouldn't be pretty.

Sending three units to A1 or C1 could work. I think I like the three-to-A1 and one-to-C3 strat, but not as much as hitting every rear-most planet.
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Chiefwaffles

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Re: Planetary Arms Race - Moerth, Revision Phase 2206
« Reply #32 on: May 14, 2017, 09:56:14 pm »

Revision: Printed Pistol Mk 1.1
1+1

Our engineers are clearly not feeling up to it this year.
The new Printed Pistol Mk 1.1 is an improvement, at least. We can thank that to the flexibility afforded to us by the Akhsoyrtam Printers. The new iteration's barrel extension just couldn't be worked out by our engineers. Our new printers can only do so much - some problems are inherent in the design of the weapon. We believe we can attribute the roadbumps in this revision to the very simple nature of the printed pistol, as it was designed for the printers we had initially brought to the colony.

However, we were able to design better versions of existing minor components in the pistol. Normally, this wouldn't be possible as the pistols were already stretching the limits of our printers. More detailed construction techniques were employed and problems in the moving parts were worked on. The result is a more reliable pistol. Jams and other malfunctions are still fairly commonplace, but we expect to be receiving a considerable amount of complaints less from those equipped with the new pistol.

The Printed Pistol Mk 1.1 will be replacing the Mk1 in our military. It isn't a gamechanger and it doesn't even fix all the reliability problems, but it's an improvement.


It is now the Strategy Phase of 2206.
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NUKE9.13

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Re: Planetary Arms Race - Moerth, Strategy Phase 2206
« Reply #33 on: May 15, 2017, 02:55:03 am »

Alright. Simple plan; we take the two resource bearing planets nearest to us, and B2. Let's call this Plan A.
Spoiler: Unit Loadout (click to show/hide)
Spoiler: Missions (click to show/hide)
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Plan A (1): NUKE9.13
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10ebbor10

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Re: Planetary Arms Race - Moerth, Strategy Phase 2206
« Reply #34 on: May 15, 2017, 02:57:00 am »

So, Strategy.

Plan B


Total Transport capacity : 12

Unit 1:
Equipped: Printed Pistol mk 1.1, X112 Space Suit, Kevlar   
Location: B1
Weight = 2.644

Unit 2:
Equipped: Printed Pistol mk 1.1, X112 Space Suit
Location: B1
Weight = 2.444

Unit 3:
Equipped: Printed Pistol mk 1.1, X112 Space Suit
Location: B1
Weight = 2.444

Unit 4:
Equipped: Printed Pistol mk 1.1, X112 Space Suit
Location: C3
Weight = 2.444

Unit 5:
Equipped: Printed Pistol mk 1.1, X112 Space Suit
Location: Moerth
Weight = 2.444
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NUKE9.13

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Re: Planetary Arms Race - Moerth, Strategy Phase 2206
« Reply #35 on: May 15, 2017, 03:11:51 am »

Plan B
Why send three units to B1? Do you expect Amaok to also attack it? Also, the unit that is staying on Moerth doesn't need a spacesuit- it'll just hinder their mobility.



EDIT:
Speaking of something completely different, should we be doing some light worldbuilding for Moerth? Chiefwaffles suggested we rename the colony from "Colony of Moerth" to something else.
Since Amoak has apparently gone the AI-overlord route, I thought we could go the opposite direction, and take a leaf out of Alpha Centauri's Gaians book. Environmental protection and genetic engineering, you know?
In which case we could name the colony the Moerth Commune, or something.
« Last Edit: May 15, 2017, 08:28:52 am by NUKE9.13 »
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10ebbor10

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Re: Planetary Arms Race - Moerth, Strategy Phase 2206
« Reply #36 on: May 15, 2017, 03:14:02 am »

I tried to put as much people in transports as possible, and found i could do 3 in 2 transports.

Thinking about it; it's not exactly usefull, but...

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Plan A (2): NUKE9.13, 10ebbor10
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Detoxicated

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Re: Planetary Arms Race - Moerth, Strategy Phase 2206
« Reply #37 on: May 15, 2017, 08:29:06 am »

Quote
Plan A (3): NUKE9.13, 10ebbor10, Detoxicated
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Nirur Torir

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Re: Planetary Arms Race - Moerth, Strategy Phase 2206
« Reply #38 on: May 15, 2017, 09:41:11 am »

Plan C: Land units on every rear-most planet, keeping them from landing anywhere else and locking down any lane they don't try to take.
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Plan A (3): NUKE9.13, 10ebbor10, Detoxicated
Plan C (1): Nirur Torir
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NUKE9.13

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Re: Planetary Arms Race - Moerth, Strategy Phase 2206
« Reply #39 on: May 15, 2017, 11:41:17 am »

Plan C: Land units on every rear-most planet, keeping them from landing anywhere else and locking down any lane they don't try to take.
Hmm. Thing is, that way we are either fighting them- a fight we may well lose, if they developed a rifle or something- or cut off from supplies ourselves.
I mean, it's not really much worse than going for the planets closer to us... in fact, both options are pretty much the same.
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Nirur Torir

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Re: Planetary Arms Race - Moerth, Strategy Phase 2206
« Reply #40 on: May 15, 2017, 02:51:08 pm »

In plan A, if we both sides go for A1 and C1, then we're fighting right on our doorstep. If they go for A2/C2, we're still at a loss. It only really works for us if they do the same thing we're doing, and then it's a stalemate.

If we go for A3 and C3 and they go for A2 or C2, then we can either overwhelm their cut-off forces or easily take the planet near us, depending on tech. If we all go as far as we can, both sides can easily beat back the forces on their doorsteps and things proceed in an orderly fashion. If we end up fighting them on their doorsteps, then we're winning strategically, even if they got better rolls on their first turn tech (Unless they get great rolls all-around and eliminate the units/take the planet in a single turn).
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NUKE9.13

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Re: Planetary Arms Race - Moerth, Strategy Phase 2206
« Reply #41 on: May 15, 2017, 03:22:23 pm »

(Unless they get great rolls all-around and eliminate the units/take the planet in a single turn).
That's sort of my concern, yes. Since we designed printers that do not help us in a combat situation, and our pistol upgrade was lacklustre, pretty much any weapon they design will be better than ours.
...but I suppose you have a point. If we go for A1 and C1 and they go for A2 and C2, we're at a serious disadvantage. Hmm. Fine, I'll support Plan C. Someone else get in here and break the tie.
Quote
Plan A (2): 10ebbor10, Detoxicated
Plan C (2): Nirur Torir, NUKE9.13
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Draignean

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Re: Planetary Arms Race - Moerth, Strategy Phase 2206
« Reply #42 on: May 15, 2017, 03:23:11 pm »


Quote
Plan A (2): 10ebbor10, Detoxicated
Plan C (3): Nirur Torir, NUKE9.13, Draignean
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Chiefwaffles

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Re: Planetary Arms Race - Moerth, Combat Phase 2207
« Reply #43 on: May 15, 2017, 05:09:02 pm »

Relatively minor change: Planets now have 3 zones each instead of 2. I felt 2 zones was too limiting and "on/off" for actual warfare.

Combat Phase of 2207

Units are dispatched to Planets A3, C3, and B2 as soon as they're ready. While the Units are in transit, we managed to pick up signs of Amaok activity in planets A2 and C2 as well as an Amaok ITC heading towards B2. We can't discern anything about their actual activities on the ground or anything about their equipment, but Central Command is certain that these planets will be the sites of Amaok incursions.
This presents a problem to our plans, however. Our Units at A3 and C3 will be cut off from reinforcements and new equipment thanks to the Amaok presence at A2 and C2. We can feel safe in the fact that this will be an issue for our enemies too, but without a secure route back to Moerth, all we can do with the units at A3 and C3 is extract them. They'll also be fighting at a penalty as well.

Despite this, our Units deployed to A3 and C3 without incident are in the process of securing a foothold on the planets.
Moerth has gained a foothold on Planets A3 and C3. [M: 1/3]


The only combat this month is on the lush planet of B2. Of course, without a radio, Central Command is forced to give standing orders and observe the battle with sparse courier reports.
Our Unit was successfully deployed onto the planet from orbit without trouble; the Interplanetary Transport Craft's smaller shuttles made the trip without reporting any hostile contact. As we didn't send any forces to intercept their landings occurring at roughly the same time, we can safely assume they landed without incident as well.
The fighting appears to be evenly-matched at first, but as it goes on we realize that Amaok has brought no new equipment to the field this year. Our new Printed Pistol Mk1.1 proves to be the deciding factor, as it's the only innovation present on the planet. We're able to take advantage of their jamming and malfunctioning weapons to advance and make tactical movements with our more reliable pistols. It isn't single-handedly winning us the fight, but it's our number one advantage at the moment.

The Kevlar armor worn by both sides' forces protects the soldiers from the pistols exceptionally well. It's through luck and firepower that our troops can either pierce their armor or hit one of the many uncovered spots. Any serious weapon would be able to penetrate the armor without issue, but the low stopping power of the printed pistol makes it an even match. Amaok seems to be suffering from their inferior pistols too in this regard. Every new courier report has some mention of one of an Amaok soldier trying to shoot one of us at point blank, only for their weapon to malfunction. We still receive numerous complaints about the overall unreliableness of the Mk 1.1, but our forces are appreciative they aren't stuck with the mark 1.

Overall, not much ground is exchanged. We held a slight advantage over Amaok but it wasn't enough to seize significant amounts of land.
Neither side gains ground at Planet B2. [M: 1/3, A: 1/3]


Meanwhile, their forces seem to finish deploying on planets C2 and A2. As long as they're set up there, we won't be able to send troops or supplies to our Units at C3 and A3. They'll fight at a reduced effectiveness as well. We can extract these Units at any time. Central Command is hesitant at extracting the Units just yet because we're undoubtedly also cutting off their Units on C2 and A2 from reinforcement. It will ultimately be up to the Designers.
Amaok has gained a foothold on Planets A2 and C2. [A: 1/3]


Production Credits!
In other news, a new colony ship has been detected by our long-range detection equipment. It's on course to arrive at one of the colonies within a year. We managed to reach them via long-range radio and initiated contact. They tell us they were sent not too long after we left. The situation on Earth was continuing to deteriorate and no new systems had been found, so they were sent here.
Apparently they wish to join one of the existing colonies, but the leadership on the vessel isn't decided yet. It's no doubt Amaok will try to convince them to join, so we shouldn't back down as well. They're basing their choice on the culture and civilian life in the chosen colony. Central Command is betting that while it's one of the smaller colony ships, it has enough manpower and equipment on board to provide 2 Production Credits, giving us another Production Line for 1 turn each. Central Command has tasked you with convincing the vessel's occupants to join us by explaining our culture, and probably how it's superior to Amaok.
Convince the colony ship to join your colony through any materials describing Moerth's culture to acquire 2 Production Credits. (Propaganda goes in Core thread)


Spoiler: Moerth Designs (click to show/hide)
Spoiler: Map (click to show/hide)

Spoiler: Production Lines (click to show/hide)
Spoiler: Units (click to show/hide)
Spoiler: Transports (click to show/hide)
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

NUKE9.13

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Re: Planetary Arms Race - Moerth, Design Phase 2206
« Reply #44 on: May 15, 2017, 05:15:19 pm »

Interplanetary Makeshift Warship (Mk I): Take the design of the ITC. Strip out unnecessary civilian systems. Replace them with launchers capable of launching guided explosive missiles. We also reinforce the hull to the point that it is at the very least resistant to small arms fire.
These 'Warships' will be capable of destroying any Amoakian ships that get in their way, allowing us to control interplanetary space. They will not have any transport capacity, as all available space is given over to military systems.

Quote
Interplanetary Makeshift Warship (Mk I): (1) NUKE9.13



Somewhat worried that Amoak seems to have deployed no new tech this turn. What could they be working on?
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