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Author Topic: Arms Race: War of the Cinder Spires | Spire Kasgyr  (Read 153703 times)

Taricus

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #360 on: July 24, 2017, 08:54:07 pm »

Agreed. Though if we want to do that we may want to bank a die to do so since we'll need to try getting the viper out as soon as we can.
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #361 on: July 24, 2017, 09:38:57 pm »

Agreed. Though if we want to do that we may want to bank a die to do so since we'll need to try getting the viper out as soon as we can.

As a friendly reminder, you do NOT need a production line in order to build a particular ship. You can still build a ship normally by buying all the parts. Production lines just allow you to offload manufacturing costs, which makes them rather powerful and thus difficult to get.
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helmacon

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #362 on: July 24, 2017, 09:48:43 pm »

Woah woah.. wait what!?!?

So we get 2 skiffs for free this turn!!??

I thought we needed a production line and AND had to pay the production price. Thats awsome!
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Kashyyk

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #363 on: July 25, 2017, 01:06:54 am »

It's why we could build transports last turn.

A revision to expand the production line wouldn't be a bad idea though. It'll mean we get more skyskiffs after all.
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somemildmanneredidiot

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #364 on: July 25, 2017, 09:56:37 am »

Huh. We should have spent dice on setting up another production line in the 4 turn set up. Ah well.
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #365 on: July 25, 2017, 10:26:17 am »

So you have three dice, but you've got two revisions tied for first and two tied for second.

If there isn't a consensus on the matter, I'll flip a coin to decide where your third revision goes.
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Kashyyk

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #366 on: July 25, 2017, 10:35:56 am »

Quote from: Revisions
2- Gun Swivels: NAV, Kashyyk
2- Airborn Ambush Maneuvers: NAV, Helmacon
1- Stealthy Insertion: NAV
2- Crystal Studded Hulls: Helmacon, Kashyyk
1- Bank 1 Die: Kashyyk
0- Bank 2 Dice
0- Bank 3 Dice
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Shadowclaw777

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #367 on: July 25, 2017, 10:48:37 am »

Quote from: Revisions
3- Gun Swivels: NAV, Kashyyk, Shadowclaw
2- Airborn Ambush Maneuvers: NAV, Helmacon
1- Stealthy Insertion: NAV
2- Crystal Studded Hulls: Helmacon, Kashyyk
2-- Bank 1 Die: Kashyyk, Shadowclaw
0- Bank 2 Dice
0- Bank 3 Dice

If you use the rationale that we want the Viper Corvette next turn, than we need to expend 5 dice on average since (3*5=15, and we are at 5/15) of course we get 6s, but we could also get 1s. You also understand that I'm a little bit skeptical since I undervalued the average of 1d6 to 3 rather than 4. Also that not banking we aren't going to prioritize some designs and revisions next turn.
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helmacon

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #368 on: July 25, 2017, 11:06:28 am »

Crystal studded hulls are a must. They are a straight upgrade to regular trim Crystal, so they will automatically fit into the production line. This means the 2 skiffs we produce this turn will have them.

Gun swivels have no immediate value. We still have to finish the ship hull, and do a production line for them. We have to finish the med core first. 3 designs we have to do before we are building vipers.
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #369 on: July 25, 2017, 11:17:58 am »

Well, I'm going to grab some lunch soon. When I get back, I'm locking in revisions. At this point this means I'm rolling a d3 to drop one of the 3 options you have tied up at 2 votes.
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #370 on: July 25, 2017, 03:04:24 pm »

Gun Swivels
Efficacy: 4
Making a simple crank and ratchet system for hardpoints is straightforward, it's the implementation that's difficult. As neither the current cannons nor the current decking of the Skiffs were design the handle the mountings, the system is relatively cumbersome and boasts no significant increase in efficacy for our skiffs except when firing at longer range when neither ship is performing quick evasive maneuvers.

Still, the brass is pleased with the idea that the engineers are working their way up to larger and heavier weapons. They they still stress the idea that both this, and the water cooling concept would be much more fully realized in a new cannon.


Airborne Ambush Maneuvers
Efficacy: 4+1
A slight modification of our existing ambush tactics, the new doctrine calls for a rapid pincer attack between two or more vessels, followed by a sharp braking turn to bring weapons to bear at close range.

A flaw noted with the design is the lack of a good means for captains to communicate. Currently it's handled by loud shouting when ships are close, but that's rather laughably insufficient for good group coordination. Still, as long as the tactic is limited to a simple pincer between a few vessels, it won't be a problem.


Crystal Studded Hulls
Efficacy: 2
Several problems arise during the development true crystal studding, the first of which is vast underestimate of the number of substructures effected by changing the trim crystal layout. By replacing a single standard trim crystal with a dozen small crystals, it's possible to create a web of equivalent strength that's better able to withstand extreme maneuvers, but the hard part is integrating that into our existing hulls.

In theory, it works, but it changes the circuitry layout of the ship internals, it alters cage used for the trim crystals, which in turn alters the skeleton of the ship. It's a laudable first effort, but engineers are dubious if it will serve as much more than a proof of concept for a future design.

Trim Web: Cost 1 Crystal, 1 ore, 3 wood to substitute for 2 trim crystals.  A trim web essentially spreads out the power of a single trim crystal throughout a dozen or more smaller crystals networked together. While this network is of essentially equal power to a single trim crystal, it's ability to spread force out over a larger area allows for much higher acceleration without cracking the crystal. Sadly, it currently needs extensive and custom refit procedures relative to standard trim crystals.



It is now the Production, Deployment, and Tactics Phase.

Spoiler: Map (click to show/hide)

Spoiler: Ships (click to show/hide)

Spoiler: Infantry (click to show/hide)

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



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Kashyyk

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #371 on: July 25, 2017, 03:35:26 pm »

Cool.

Gun swivels and Crystal Studded Hulls were both intended as proofs of concept so as to make a design incorporating them easier, so I'd say they both succeeded at task.

Anyway, my suggested plan:

Quote from: Together we Stand
Move Mercury and Hermes back to HomeSpire.
Move both Skyskiff flotillas back to HomeSpire, using the Airborn Ambush maneuvers as needed, due to the rule about retreating from combat.

Produce two units of swords, and two fireteam's worth of aether guantlets.
[Cost 6 ore, 2 crystal]

This leads on to next turn's plan:

Quote from: Divided they Fall
Load up another marine unit onto each transport, equipped with the produced swords and aether guantlets.
Deploy Both transports and all skyskiffs to one of the belt spires (I suggest Three Captains, because Ore).

They've split themselves up, and have to stay split to protect their assets, unless they want to abandon their progress on one of their spires.
 We can start strike hard with all our forces and seize one of the belt spires from them.
« Last Edit: July 25, 2017, 05:07:47 pm by Kashyyk »
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helmacon

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #372 on: July 25, 2017, 03:58:18 pm »

Plan incoming when I get off work.
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Jerick

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #373 on: July 25, 2017, 05:19:38 pm »

Hrrm, We have a problem I think; if we wait and use our transports to attack the same spire next turn then we can't possibly contest the other spire before they have a chance to capture it. I don't fancy our chances at winning with our forces split. If we don't split our forces then sending one of our transports unescorted to a guarded spire is suicide. So I don't see any way to contest it in time. Still, if they capture a belt spire it isn't the end of the war. We are in a bad position and we need our next engagement to be a decisive victory.

I do not like giving them time. I would much rather put pressure on them, manage to get some kills and reduce their numbers. But looking at the situation putting pressure on them may not be an option. I'm hoping someone can suggest a better viable strategy that doesn't let them roam free for a turn but until then here's a plan that's very similar to Kashyyk's plan;
Quote from: Regroup
Recall all ships to home spire
Bank all resources (if plan to rush the viper project next turn then ideally we want to be able to build a number of them that turn)
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Taricus

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #374 on: July 25, 2017, 05:20:54 pm »

The unfinished spire is the priority, the captains do have wildlife that can slow down the Wrethi forces whereas the unfinished is practically lifeless.
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