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Author Topic: Arms Race: War of the Cinder Spires | Spire Kasgyr  (Read 153725 times)

Jerick

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #285 on: July 22, 2017, 09:32:16 am »

Yes it could very well help with the hit and run tactics but as it is, assuming they haven't increased the speed of their ships, they are just as fast as we are (and they could be faster than us). This makes the run half of the hit and run tactic potentially difficult. We already have the kettle guns hopefully doing a good job on the hitting side of things. So I'd prefer working on a better faster platform for mounting weapons on before we make new weapons.

(In before it turns out they've coated their ships in armour that we can't penetrate or something)
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blueturtle1134

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #286 on: July 22, 2017, 11:50:44 am »

Here's a thought - what if we added several smaller crystals around the core crystal, not linked to the webs, but coupled to the main one and tuned to serve as storage? With a decent bank of aetheric energy, such a ship could cross the Calm by not relying on web all the way. The Everstorm could even be breached by storing energy, retracting webs, and bunkering down while the ship raises shroud and barrels through the currents.

Now here's the kicker - before combat, the subcore crystals could be decoupled from the core and draped in aethersilk fabric. Then, any aether bolt striking the subcores might just be sent to storage. Once the energy was stabilized, the crystal could be recoupled to the core to allow the energy to dribble in, stealing the power of the projectile.

Is such a thing possible by the known laws of etheric physics?
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Jerick

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #287 on: July 22, 2017, 12:20:07 pm »

Two things:
One our current lift crystals are inefficient and power hungry as all hell. Even with a potent aetheric battery I doubt it could store enough to get our current lift crystals across the calm.
Two aether silk is turned to ash by Aether blasts. Which means they don't need to bother aiming at the core. Taking out the webbing of an airship will take it out of the sky.

Asides from that your proposal is sound (which is to say I don't think any of us understand aetheric physics that well) but we're probably going to focus on projects with more immediate applications. Or rather we will when we find out what weapons the enemy is feilding
« Last Edit: July 22, 2017, 12:29:46 pm by Jerick »
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Kashyyk

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #288 on: July 22, 2017, 01:14:06 pm »

I think more efficient lift/trim crystals, combined with storage crystals is a very viable way of increasing the survival rate of our ships. Even if it's not enough to get us through the calm, the ability to just switch to storage whilst you run out new webbing would be a literal life saver for our ships.
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helmacon

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #289 on: July 22, 2017, 08:11:10 pm »

Personally, I see no reason to the repeating cannon weaker intentionally. If the bug roll makes it like that, so be it, but to specify it in the design seems like asking for failure.

Instead of improved trim crystals, I suggest

Crystal linings.
 By either growing the Crystal in a continuous line (as opposed to a single chunk) our flaying strips off of our largest crystals, we can line the sides of our ships with trim Crystal to improve maneuvering. While a single trim Crystal can provide a burst of power and maneuverability, the low contact area with the ship puts stress on the hull and the Crystal. Crystal linings serve to dramatically increase the area of contact between the ship and the Crystal, greatly reducing the stress to each during maneuvers.

While trim Crystal capabilities are the initial application, the potential applications of Crystal strips are limitless.
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Taricus

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #290 on: July 22, 2017, 09:12:09 pm »

All this is moot if we don't have a hull to put all this on; we can't rely on skiffs forever.
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NAV

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #291 on: July 22, 2017, 09:22:12 pm »

We an revise some cannons and armour on a barge to make a battlebarge, or we can design a legitimate warship.

Honestly I'm not sure why but I like the battlebarge idea. Something about it screams desparately scrambling to make a real navy.
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blueturtle1134

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #292 on: July 22, 2017, 09:23:10 pm »

Personally, I see no reason to the repeating cannon weaker intentionally. If the bug roll makes it like that, so be it, but to specify it in the design seems like asking for failure.

There should be a general +1 to bugs roll for each weakness the proposing side admits... just an idea GM.

Instead of improved trim crystals, I suggest

Crystal linings.
 By either growing the Crystal in a continuous line (as opposed to a single chunk) our flaying strips off of our largest crystals, we can line the sides of our ships with trim Crystal to improve maneuvering. While a single trim Crystal can provide a burst of power and maneuverability, the low contact area with the ship puts stress on the hull and the Crystal. Crystal linings serve to dramatically increase the area of contact between the ship and the Crystal, greatly reducing the stress to each during maneuvers.

While trim Crystal capabilities are the initial application, the potential applications of Crystal strips are limitless.

Decent idea; this would reduce the chance of crystal cracking I think.

All this is moot if we don't have a hull to put all this on; we can't rely on skiffs forever.

Maybe we can wrap the stuff around the skiffs? Or lump it into that crab idea you guys keep talking about.

We an revise some cannons and armour on a barge to make a battlebarge, or we can design a legitimate warship.

Honestly I'm not sure why but I like the battlebarge idea. Something about it screams desparately scrambling to make a real navy.

Was that... sarcasm? Using the barge hull might not be a totally bad thought.
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Taricus

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #293 on: July 22, 2017, 09:25:20 pm »

Using the barge hull doesn't really fit in with out doctrine. Getting something like a sloop or such that we can mount a dozen cannons on would be great.
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helmacon

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #294 on: July 22, 2017, 09:35:05 pm »

A battle barge probably wouldn't need a design. There is no new equipment. It's just a different load out to our existing equipment.

I honestly know if it would even require a revision.

Honestly I'm not sure why but I like the battlebarge idea. Something about it screams desparately scrambling to make a real navy.
kind of a merchant navy thing, right?
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VoidSlayer

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #295 on: July 22, 2017, 10:30:34 pm »

I wonder if, given our tactics, a single larger cannon on the front of the ship would be a good idea.  Have some smaller side cannons to strafe while we go past.

Taricus

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #296 on: July 23, 2017, 12:00:17 am »

Actually I was thinking of broadsides to that effect, since we'd not have to dive straight at them to get a full fusillade. And I was thinking, aetheric energy is more concentrated the higher into the air you are, why not put our webs and such on masts like they're sailing ships? And thicken the reams while we're at it so that we can get more energy from it.
« Last Edit: July 23, 2017, 12:04:50 am by Taricus »
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #297 on: July 23, 2017, 01:14:13 am »

The Launch of the Fleet is an event for the history books. Thousands of citizens turn out of watch the soldier board the ships and sail out into the aether. The filling in the air is one of bittersweet exultation. This is the beginning of one of the great stories, a moment that will define Spire Kasgyre, but is also one of mourning. Sons and Daughters, Mothers and Fathers, husbands, wives, and lovers all march when called, and all leave a different kind of pain in their absence. Most will never return, there are no illusions about that, and so the memory of this moment -the memory of the beginning of a new era- will be only thing so many have to hold on to.

Poets, storytellers, and artists work day and night after the ships leave, competing for the finest rendition of the fleet's launch. It'll be a scene recopied onto murals and cut into block presses for years to come.



Left Local Spire

The Mercury makes steady time in getting to the first of the demi-spires which Wreth burned on that fateful night of betrayal. The marines sent here have simple tasks ahead of them: locate survivors, salvage whatever is left behind, and begin clearing ground so that civilian transports can arrive and begin reconstruction.

Dinghies land a squad at the spire to begin clean-up. It's bitter work, and firsthand observation of the destruction wrought by their senseless aggression fosters a considerable hate among the soldiers. This cannot be allowed to happen again. Not here, not anywhere else.

Kasgyre Gains Territory in their Left Local Spire
((You should really name this spire.))


Right Local Spire

The Hermes similarly arrives at its destination without incident, running a squad of marines down to demi-spire. They're over-equipped for their work, but the survivors they encounter seem to appreciate the feeling of preparedness that surrounds the soldiers.

The work is straightforward. Sadly, whatever infiltrators the Wrethan bastards had among the residents have either fled, or they're damn good at hiding themselves.

Kasgyre Gains Territory in their Right Local Spire
((You should really name this spire.))


Three Captains

It's at Three Captains that the first real engagement occurs.

Wreth ships had already made it to the Three Captains by the time the Kasgyre Skyskiffs arrived. Five skyskiffs of their own, escorting a transport barge. The transport barge was already in the process of ferrying marines into the demi-spire, providing no opportunity to keep Wreth from getting boots on the ground, and little opportunity to stem the flow.

The Skyskiff captains acted quickly, and well in accordance with their training. They climbed high, and maneuvered in order to dive out of the sun. The set-up was perfect, and the ships weren't spotted until their dive had already begun. By the time the Wreth ships had begun raising shroud and priming weapons, the Kasgyre captains were already firing. A skyskiff that hadn't brought its shroud up in time was reduced to Cinders on the first pass, and another had its shroud buckled completely within a split second of getting it raised. Best of all, the transport failed to get its shroud up in time, letting a Skiff captain catch it with a raking shot that burned open her belly and sent the remainder of her marine complement on a one-way trip to the surface.

Return fire from the Wreth vessels hit the webbing on one of the skiffs, dropping it out of formation as the other Skiffs sped by to make a wide turn in preparation for another pass. Which is where things began to go wrong. The Wreth vessels were faster than expected, faster than the Kasgyrite Skyskiffs. They caught the Skiff that the other ships had left behind, and destroyed it in a group salvo.

The return of the remaining four Kasgyre Skyskiffs saw the battle joined, and their Kettle Guns briefly pushed the Wreth ships onto the defensive. The Wreth ship that had lost its shroud early went down quickly, but by then the Kasgyre guns had burned through their water reserve- and it became painfully obvious that Wreth had made upgrades to their cannons as well. They dropped shrouds in two shots more often than three, and they had a considerably faster sustained fire than the Kasgyre ships. The reporting officer's best estimated pegged their rate of fire, once hot, at about a quarter faster than the Kasgyre cannons- with the power being equivalent or slightly greater.

Following the loss of another Kasgyre Skyskiff, the remaining captains regrouped and pulled back to lick their wounds, cutting down into the mists in order to fight another day.

Confirmed Kills: 2 Wreth Skyskiffs
Enemy Ships Damaged: 1 Transport Barge
Losses: 2 Skyskiffs
 


The Unfinished

The report from the unfinished is quite similar to that from the Three captains, except worse. Wreth, once again, was already offloading marines onto the spire. The last of their dinghies was already on their way into the frame of the Unfinished by the time the Kagyre ships arrived.

From the action report, it would seem the only thing that redeemed the incompetency with which the Skyskiffs completed their ambush maneuver was the incompetency of the Wreth captains. As at the Three Captains, the Kasgyre ships were able to get a volley off before some of the Wreth ships could get shrouds up, including the transport. Due to poor angling, no Wreth Skyskiffs were destroyed in the initial volley, and Wreth return fire took out the web of the Skyskiff who'd been aiming to make a run on the transport barge.

His ability to maneuver gone, the captain fired is cannons into the barge before crashing into the vessel like a meteor. Stunningly, this wasn't enough to completely down the vessel, and the Wreth Skiffs immediately gave chase to the Kasgyre Skiffs. The superior speed, and slightly superior maneuverability, turned the fight into a chase, where the Kasgyre ships used their kettleguns to burn the noses of the pursuing Wreth vessels.

It did not go well.

One Wreth ship was brought down by retreating fire, but two Kasgyre ships were lost in the retreat.

Though the captain admits some of the responsibility is due to bad luck and a poorly executed maneuver, he notes that the hit and run tactics taught at the academy are only successful when the employer is able to control timing of the engagement. Against a faster vessel, the doctrine breaks down after the first surprise volley.

Confirmed Kills: 1 Wreth Skyskiff
Enemy Ships Damaged: 1 Transport Barge
Losses: 2 Skyskiffs



Spoiler: Map (click to show/hide)



Spoiler: Ships (click to show/hide)

Spoiler: Infantry (click to show/hide)



It is the beginning of 354 AR.

Spire Kasgyre's production stands at,
11/y Crystal, 25/55 Banked
10/y Ore, 12/50 banked
11/y Wood, 31/55 banked
9/y Silk, 11/45 banked

It is the beginning of the Design Phase and Project Maintenance Phase. You have 6 Dice to spend.

Spoiler: Projects (click to show/hide)





Current Technology


Spoiler: Tech (click to show/hide)


Spoiler: Tactics (click to show/hide)

« Last Edit: July 23, 2017, 04:14:52 am by Draignean »
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crazyabe

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #298 on: July 23, 2017, 01:49:08 am »

Well... Shit.
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Taricus

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #299 on: July 23, 2017, 02:21:03 am »

Hold on, we should have six dice this turn; we banked a die last turn.
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