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Author Topic: Arms Race: War of the Cinder Spires | Spire Kasgyr  (Read 153619 times)

Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1080 on: September 06, 2017, 11:27:50 am »

Nudge, nudge, wink, wink. (Vote some more)
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Kashyyk

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1081 on: September 06, 2017, 11:50:15 am »

Quote from: Revisions
[1] Combined Assault : helmacon
[1] Crossbow Cost Reduction : Kashyyk
[1] Small Vanguard Mount : Kashyyk
[1] [ur=http://www.bay12forums.com/smf/index.php?topic=164854.msg7556803#msg7556803]Grenade Clearing[/url] : Jerick
[2] Bank a die : helmacon, Jerick
[] Bank 2 dice :

Might need some more votes, unless we want a four-way tie break.
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Jerick

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1082 on: September 06, 2017, 11:55:23 am »


Quote from: Revisions
[1] Combined Assault : helmacon
[1] Crossbow Cost Reduction : Kashyyk
[2] Small Vanguard Mount : Kashyyk,Jerick
[1] Grenade Clearing : Jerick
[1] Bank a die : helmacon
[] Bank 2 dice :
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NAV

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1083 on: September 06, 2017, 11:58:22 am »

Quote from: Revisions
[1] Combined Assault : helmacon
[2] Crossbow Cost Reduction : Kashyyk, NAV
[3] Small Vanguard Mount : Kashyyk,Jerick, NAV
[1] Grenade Clearing : Jerick
[1] Bank a die : helmacon
[] Bank 2 dice :
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Highmax…dead, flesh torn from him, though his skill with the sword was unmatched…military…Nearly destroyed .. Rhunorah... dead... Mastahcheese returns...dead. Gaul...alive, still locked in combat. NAV...Alive, drinking booze....
The face on the toaster does not look like one of mercy.

Taricus

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1084 on: September 06, 2017, 12:43:56 pm »

Quote from: Revisions
[1] Combined Assault : helmacon
[2] Crossbow Cost Reduction : Kashyyk, NAV
[3] Small Vanguard Mount : Kashyyk,Jerick, NAV
[1] Grenade Clearing : Jerick
[1] Bank a die : helmacon
[1] Bank 2 dice : Taricus

We don't have anything we need to revise at the moment, save for a Viper model that has a medium mount. If we aren't going to do that we're better off saving some dice.
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helmacon

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1085 on: September 06, 2017, 12:46:45 pm »

Move my vote to the small vaungaurd mount please.
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BBBence1111

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1086 on: September 06, 2017, 01:42:31 pm »

Quote from: Revisions
[0] Combined Assault :
[2] Crossbow Cost Reduction : Kashyyk, NAV
[5] Small Vanguard Mount : Kashyyk,Jerick, NAV, helmacon, BBBence1111
[2] Grenade Clearing : Jerick, BBBence1111
[1] Bank a die : helmacon
[1] Bank 2 dice : Taricus
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1087 on: September 06, 2017, 01:52:28 pm »

Revisions soon.
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Happerry

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1088 on: September 06, 2017, 02:59:39 pm »


Quote from: Revisions
[0] Combined Assault :
[3] Crossbow Cost Reduction : Kashyyk, NAV, Happerry
[5] Small Vanguard Mount : Kashyyk,Jerick, NAV, helmacon, BBBence1111
[3] Grenade Clearing : Jerick, BBBence1111, Happerry
[1] Bank a die : helmacon
[1] Bank 2 dice : Taricus

Quote from: Flag Votes
Flags
[] Option 1:
[4] Option 2: Kashyyk, helmacon, Taricus, Happerry
[2] Option 3: Kashyyk, NAV
[] Option 4:
[] Option 5:
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1089 on: September 06, 2017, 04:00:57 pm »

Small Vanguard Mount
Efficacy: 2

The specialized mounting works, in the loosest sense of the word. It requires two small mounts in order to give it enough space and power to function, and it's very uncomfortable to run. The heat the gun radiates is immense, and, over the course of a couple of minutes, this turns the gunner's position into a sweltering hell. Worse is that sense the pressure relief nipples were never fixed, it's a wet, suffocating kind of heat. Worse, the bulk of the gun and the gunner's position means there's no where good the gunner can stand to 'aim' and relies entirely on others for signals for when to fire. The bilk of the gun in the small space means that there's no room to traverse or elevate the gun, relying entirely on a fixed position.

In short, it's a hot, miserable gunnery position that's hard on people and doesn't allow the gun any freedom of motion.

Small Vanguard Mount Conversion: 2 'adjacent' small mounts, 3 ore, 3 wood.  Converts over a pair of small mounts to be able to mount a Vanguard cannon. However, this mounting is, strictly speaking, too small. It's a bitch of an environment for the gunner, and the gun itself is incapable of moving from its fixed position.



Crossbow Cost Reduction
Efficacy: 1

Someone has poured lant in the engineer's cornflakes, and all the old debates over the Witchhunter rise again once more. The arguments about what parts of the process come to blows on several occasions through the months, and the feud is only resolved when it's broken up forcibly and the revision proposal is shelved.

It might be unwise to pursue this again.



It is now the production, design, and project maintenance phase.

Remember to post your flag design in the core thread before the beginning of combat.



Spire Kasgyre's production stands at,
13/y Crystal, 15/65 Banked
17/y Ore, 28/85 banked
19/y Wood, 64/95 banked
10/y Silk, 45/50 banked



Spoiler: Projects (click to show/hide)

Spoiler: Map (click to show/hide)

Spoiler: Ships (click to show/hide)

Spoiler: Goods Stockpile (click to show/hide)

Spoiler: Infantry (click to show/hide)



Current Technology

Spoiler: Tech (click to show/hide)

Spoiler: Tactics (click to show/hide)

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I have a degree in Computer Seance, that means I'm officially qualified to tell you that the problem with your system is that it's possessed by Satan.
---
Q: "Do you have any idea what you're doing?"
A: "No, not particularly."

NAV

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1090 on: September 06, 2017, 05:11:35 pm »

Hmm. would it be worth it to mount one vanguard on a viper to deal mostly with transports and capital ships? It is still a powerful gun even if it's uncomfortable and difficult to aim. We have one free prototype vanguard that we aren't using. It definitely won't be worth it to make any new vanguards at this point, but it probably is to use the one we have.
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Highmax…dead, flesh torn from him, though his skill with the sword was unmatched…military…Nearly destroyed .. Rhunorah... dead... Mastahcheese returns...dead. Gaul...alive, still locked in combat. NAV...Alive, drinking booze....
The face on the toaster does not look like one of mercy.

Kashyyk

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1091 on: September 07, 2017, 03:07:25 am »

What sort of die are you rolling? a 1d4 labelled 1,2,5,6?

Anyway. My proposal:

Quote from: Operation Flush and Crush
Production:
3x Full set of grenades (12c ,12o)
1x Fireteam of aether gauntlets (1c, 1o)
1x Full set of bronze armour (10o)
1x Aethersilk vests (10s)
2x Set of swords (2o)

Total: 13c, 27o, 10s

Deployment:
Load the Mercury with the following:
- One squad marines equipped with full set of grenades, swords, fireteam of aether gauntlets, bronze armour and aethersilk vests - 2 space
- One squad marines equipped with swords - 2 space
- 2x Full sets of grenades - 1 space

Move the Mercury to Three Captains. Unload all. Transfer all aether gauntlets from squads present at TC to new heavy squad. Equip grenades to squads 1 and 1b.

All main squads employ flanking tactics. All reserve squads employ Bait and Strike
Viper Ophidian and one skyskiff at The Unfinished employ scouting
One skyskiff at TC scout out Wrackspire and Burned Mountain
All other ships employ AAM

We hit them now, and we hit them hard. We have to trust that our flanking will allow our grenades to hit them where their cannons aren't, allowing our heavy infantry to blow their way though the defence.

Edited for broken bb tags.
« Last Edit: September 07, 2017, 06:07:02 am by Kashyyk »
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Taricus

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1092 on: September 07, 2017, 04:51:59 am »

A good production plan, but we should stay away from assaulting their positions before we have vertical envelopment done; we'll simply take too many casualties.
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Jerick

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1093 on: September 07, 2017, 05:29:19 am »

I agree with hitting them now. Every turn we wait to push further is another turn where they might deploy something that lets them push us out of the last territory of the Spire.  Currently we have superior numbers but if they find a way to push us back a territory we lose them all. We need some breathing room. Unfortunately that may mean needing to deal with some casualties.

Also I'm going to demand we don't bring the second squad and instead use that space to bring some more signal flashers and distribute them between the skiffs. The enemy is coming this turn and they will be coming in force. Either to the unfinished or the TC. It's simply been to long for that not to be the case. Having a Viper scouting takes it out of combat completely. We will need all three Vipers if they come to TC. But we also need someone scouting and in my opinion having the skiffs be able to co ordinate will be far more useful than having another squad with only swords.
Quote from: my counter proposal
Production:
3x Full set of grenades (12c ,12o)
1x Fireteam of aether gauntlets (1c, 1o)
1x Full set of bronze armour (10o)
1x Aethersilk vests (10s)
1x Set of swords (1o)
2x Sets of Signal Flashers (2c, 2o)

Total: 15c, 28o, 10s

Deployment:
Load the Mercury with the following:
- One squad marines equipped with full set of grenades, swords, fireteam of aether gauntlets, bronze armour and aethersilk vests - 2 space
- Six sets of signal flashers - 2 space
- 2x Full sets of grenades - 1 space

Move the Mercury to Three Captains. Unload all. Transfer all aether gauntlets from squads present at TC to new heavy squad. Equip grenades to squads 1 and 1b.
Transfer Signal Flashers to Skyskiffs at TC

All main squads employ flanking tactics. All reserve squads employ Bait and Strike
One skyskiff at TC and one skyskiff at The Unfinished employ scouting
One skyskiff at TC scout out Wrackspire and Burned Mountain (we can then have this flasher equipped skyskiff move to the unfinished and be that groups main scout ship, assuming they survive the turn)
All other ships employ AAM
In flag related news I've tweaked the colours of the clear front runner slightly and unless anyone has any objections I'll post it in the core thread soon.
Spoiler: final flag (click to show/hide)
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Kashyyk

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1094 on: September 07, 2017, 07:13:29 am »

Quote from: Votes
[1] Operation: Flush and Crush : Kashyyk
[1] Operation: Jerick : Jerick

Naturally, I prefer mine, but I'm not opposed to Jerick's version of the plan.

For anyone who doesn't want to read through both, literally the only difference is that my plan sends an extra squad of sword marines as reserves, whereas Jerick's sends comms officers to equip all the skyskiffs at TC with.

edit: I suck at this bbcode ting.
« Last Edit: September 07, 2017, 07:43:16 am by Kashyyk »
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