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Author Topic: Arms Race: War of the Cinder Spires | Spire Kasgyr  (Read 150396 times)

Jerick

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #2235 on: April 18, 2018, 02:47:06 pm »

Nav the ships at BM can only make it to TC this turn. And having them end their turn at TC will result in them dying. I expect enemy transports + escorts will already be at or moving through TC this turn and then there is TC spire guns to consider better to make them head home via unfinished. So the most we can get there is Anguis, Viperidae and four Natalies.
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NAV

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #2236 on: April 18, 2018, 02:55:57 pm »

Oh darn you're right.
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helmacon

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #2237 on: April 18, 2018, 03:48:53 pm »

I am actually of the opinion that we should not attack the demi-spire this turn.

Our med docks will make 3 vipers a turn. That's 2 turns to build up a fleet big enough to engage the enemy fleet with from scratch, or 1 turn if we already have a couple of vipers at the ready.

Let them land at the demi-spire. We can retake it fast enough once we hold the skies again.
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Wizgrot

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #2238 on: April 18, 2018, 04:23:03 pm »

Helm, what about sending the Ocker with Marines? We might be able to smuggle in some Spire guns and marines. Also, send the worst of our ships to Scout as well. Worse case, it gets destroyed and we gain a useful distraction to land our men and have  trasport come home again.
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NAV

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #2239 on: April 18, 2018, 04:51:23 pm »

We are dead set on sending a fully loaded Ocker to Blackstone, right?

Because rebuilding the Anguis would only have a very minor effect on the rest of our vipers, but it would ground the Ocker.
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The face on the toaster does not look like one of mercy.

Jerick

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #2240 on: April 19, 2018, 10:42:21 am »

We are dead set on sending a fully loaded Ocker to Blackstone, right?

Because rebuilding the Anguis would only have a very minor effect on the rest of our vipers, but it would ground the Ocker.
Even if we're not sending guns with it, landing troops would be way more valuable than an extra viper this turn. Keep in mind if we hold back and Ocker disengages successfully there is nothing stopping us stripping it next turn.
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NAV

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #2241 on: April 19, 2018, 11:01:32 am »

Here are the four possible paths I see us taking. They are in my order of preference.

Quote from: Pyrrhic Battle
Give Natalie at Kasgyre a Comm Officer. Also have it transport a Comm Officer to one of the Natalies currently at Glowcove if that's possible.

Anguis II, Viperidae, and 4 Natalies attack the Wreth fleet at Blackstone. One Natalie Scouting, the rest using Coordinated Fire. Use the Spire Guns for covering fire.

Ocker loads up Topaz Vanguard, Topaz Lance, and 3-4 Kettleguns. Smuggles them to Blackstone with Improved Blockade Running. Sets them up as spire guns.
All spire guns use Coordinated Fire.

Jupiter, Dionysus, and escort Natalie return to Glowcove. All Scouting.

All marines at Burned Mountain advance with Survival Tactics.
With all our ships and significant spire gun assistance, I can see us pulling off a victory, or at least causing a lot of damage to the Wreth fleet and delaying the capture of Blackstone.


Quote from: Anguis Revival and Fleet Optimization
Return Viperidae, Anguis II, and all Natalies from Glowcove to Kasgyre.

Strip 1 Comm Officer, 1 Silk Ream, and 1 Small Lift from Ocker.
Strip 1 Silk Ream, 1 Lance Cannon, and 1 Kettlegun from Viperidae.
Strip 2 Silk Reams, 1 Topaz Kettlegun, and 1 Kettlegun from Anguis II.

Equip Viperidae with 1 Topaz Lance, and 1 Topaz Kettlegun.
Equip Anguis II with 1 Lance Cannon, and 1 Kettlegun.

Equip Anguis with:
Topaz Medium Core.
Small Lift.
2 Topaz Trim Webs.
8 Trim Webs.
1 Topaz Vanguard.
8 Kettleguns.
4 Silk Reams.
1 Comm Officer.

Equip 2 Natalies with Comms Officers.

Also repaint all ships and upgrade the lance cannon cooling.

Jupiter, Dionysus, and escort Natalie return to Glowcove. All Scouting.

All marines at Burned Mountain advance with Survival Tactics.
Anguis II isn't that bad of a viper. It's miles better than Causinae was.
All our vipers have slightly lower silk reserves.
But our entire combat fleet is distributed with comm officers, camouflage, our lance cannons have their cooling upgraded, and the cannon loadouts of our vipers are rebalanced.
Strongest possible combat fleet for the next couple turns before we finish the docks.



Quote from: Smuggle
Give Natalie XIV a Comm Officer and send her to Hive.

Viperidae, Anguis II, all Natalies use Coordinated Fire.

Load up Ocker with (Cannons, Marines, whatever we decide) and have her transport them to Blackstone with Enhanced Blockade Running.

Jupiter, Dionysus, and escort Natalie return to Glowcove. All Scouting.

All marines at Burned Mountain advance with Survival Tactics.
Consists of limited half-measures to save Blackstone.


Quote from: Do Absolutely Nothing
Give Natalie XIV a Comm Officer and send her to Hive.

Viperidae, Anguis II, all Natalies use Coordinated Fire.

Jupiter, Dionysus, and escort Natalie return to Glowcove. All Scouting.

All marines at Burned Mountain advance with Survival Tactics.
« Last Edit: April 19, 2018, 11:16:43 am by NAV »
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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 #2242 on: April 19, 2018, 11:09:18 am »

Quote from: Unto the Breach
Assign a comms officer to the Natalie at Kasgyre
Ocker loads up the three marine squads in storage.
- Squad A and B both pickup a set of Topaz pistols
Anguis II, Viperidae, Ocker and the four Natalies at Kasgyre, Glowcove and the Hive gather and move to Blackstone.

The combat vessels at Blackstone will use coordinated fire (with one Natalie Scouting) assisted by the Spire Guns. Priority is to hold Wreth away rather than to destroy the fleet.
Ocker will use enhanced blockade running to deliver the three marine squads to Blackstone

The Natalie at BM scouts through Wrackspire and TC
Dionysis and Jupiter move to Glowcove. Use enhanced smuggle tactics if that makes them less noticeable.

Marines at BM advance using Survival Tactics

PPE: This has ended up being a mod of NAV's Pyrrhic Battle, but deploying marines instead of cannons and having the belt Natalie scout out TC and Wrackspire.
« Last Edit: April 19, 2018, 12:09:41 pm by Kashyyk »
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Rockeater

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #2243 on: April 19, 2018, 11:18:18 am »

You forgot to mantion BM advance
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NAV

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #2244 on: April 19, 2018, 11:21:23 am »

If we are having our remaining ships assisted by spire guns, I would rather they have more spire gun assistance. If we go into a fleet battle we need to go into it with as much firepower and every advantage we can. Deploying the marines will lead to our ships having a lot less supportive fire.

I also don't think 3 poorly equipped squads with no defenses at all to cannons will make a difference to a Wreth assault, because if they land troops they will certainly land multiple transports worth and multiple cannons.
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Kashyyk

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #2245 on: April 19, 2018, 11:46:56 am »

Six TC worth of cannon isn't going to do a whole lot of much either, considering they're used to defend a spire a mile in radius. Marines can actually move to defend, Wreth can just avoid the guns.
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NAV

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #2246 on: April 19, 2018, 12:04:19 pm »

We are choosing where and when to set up the guns, not just setting them up randomly. 6 TC of vanilla kettleguns won't do much, but that topaz lance and topaz vanguard sure pack a punch. Could score a kill or two before forcing Wreth to leave.

It doesn't matter if you can move to defend if you're too weak to defend. They don't even have any witch-hunters to snipe with. No defenses at all against cannons, no defenses against volume of fire and poison bolts, and no witch-hunters to snipe with. Best they could manage is borderline suicide attacks with grenades and pistols.
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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 #2247 on: April 19, 2018, 12:12:31 pm »

Once we've set up the guns they're fixed. We won't be able to predict the direction they attack from so the chance of us putting them in the right place is basically impossible.
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NAV

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #2248 on: April 19, 2018, 01:19:12 pm »

It would have a chance of helping vs no chance of helping.
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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 #2249 on: April 19, 2018, 01:30:38 pm »

Negligible. Whereas deploying marines will help if they successfully land.
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