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Author Topic: Arms Race: War of the Cinder Spires | Spire Kasgyr  (Read 153655 times)

Taricus

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #495 on: July 29, 2017, 10:03:20 am »

We don't have much in the way of equipment to help in the three captains though, whereas we'd have a large advantage in the unfinished. Bluster is bluster. And regardless, the ore in the three captains is something we can do without for a few more turns. If anything I'd be keen to just have our troops held back for now if we can't gun for the unfinished: We know full well whatever the Wrethi used to eliminate our forces on the eastern path is going to be approaching from that direction, and we'd need to interdict it.
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helmacon

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #496 on: July 29, 2017, 10:29:25 am »

Add me to captains invasion
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NAV

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #497 on: July 29, 2017, 10:49:09 am »

Quote from: Votes
Production
[4] AAA : Kashyyk, Taricus, Jerick, NAV

Deployment
[4] Three Captain's Invasion : Kashyyk, Jerick, helmacon, NAV
[1] Unfinished Invasion : Taricus
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #498 on: July 29, 2017, 11:42:20 am »

Alright, barring any quick upsets, I'll lock strategy votes in.
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NAV

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #499 on: July 29, 2017, 11:46:12 am »

http://www.bay12forums.com/smf/index.php?topic=164854.msg7522726#msg7522726
The production and strategy are in this post. Just to save you from a tiny bit of searching.
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helmacon

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #500 on: July 29, 2017, 02:22:06 pm »

I've got a good feeling about this turn guys. That viper is gonna dominate.
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blueturtle1134

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #501 on: July 29, 2017, 02:36:27 pm »

Quote from: Votes
Production
[5] AAA : Kashyyk, Taricus, Jerick, NAV, blueturtle1134

Deployment
[5] Three Captain's Invasion : Kashyyk, Jerick, helmacon, NAV, blueturtle1134
[1] Unfinished Invasion : Taricus

It's a bit pointless, but...
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Jerick

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #502 on: July 29, 2017, 04:21:52 pm »

Well after talking with the gm on discord it turns out we have two fewer skiffs than I thought we did. So yeah once we reach ten skiffs our current production line stops making skiffs and it takes a turn for production to finish. We started with ten skiffs so no production line production for the first turn. We lost some skiffs so it started making more skiffs last turn and we have those two skiffs. I had gotten confused and thought the first turn the production line was making skiffs which would have given us two more skiffs than we have.

This means the Viper must go to the Three captains with only one escort skiff.
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helmacon

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #503 on: July 29, 2017, 06:00:51 pm »

I vote we reroute the one being sent to the unfinished to go to the three captions. We really don't have anything to disrupt behind our lines. We would just have to escort the transports home.
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #504 on: July 29, 2017, 06:03:53 pm »


Leftmost Wreth Spire

The fight for the Three Captain begins before long before the Mercury and the Hermes arrive. The three Skiffs raiding Wreth territory make an attempt to return to the Three Captains, but get caught by three hostile  Wreth Skiffs coming from the other direction.

Neither side is particularly well prepared for the exchange- the Kasgyrite captains don't get enough warning to climb to ambush height, and while the Wreth ships don't seem too surprised to find the Kasgyrite ships, it's also clear that they didn't expect the two groups to have simultaneously plotted opposite courses. The result is a knife fight of a conflict, with both sides resorting primarily to the age-old tactic of getting close and then slugging it out. The initial minute of the duel favors Kasgyre, and they succeed in sending one Wreth vessel down into the mist, but the superior maneuverability of the Wreth vessels prevents them from capitalizing on their advantage in fire rate.

Once their water boils off, the Kasgyrite captains begin beating a retreat into the mist, but it goes poorly. The better speed and maneuverability of the Wreth vessels forces the retreat into a rout, and only one skiff survives to make it into the mist.

Confirmed Kills: 1 Skyskiff
Losses: 2 Skyskiffs



Three Captains

The newly christened RKNV Serpentis and a single Skyskiff escort the Hermes and the Mercury to the Three Captains demi-spires,  carrying with them the first landing force made to strike into hostile territory and root out the Wrethan plague. The trip to the Three Captains is uneventful.

The arrival is less so.

Once more, the the Kasgyrite forces arrive to find the Wreth already there, a transport hovering outside the Three Captains as thought it had recently finished disgorging dinghies. The enemy transport is guarded by what appears to be a single skiff. The captain of the Serpentis, it looks like [INSERT KASGYRITE CHRISTMAS-LIKE HOLIDAY] morning.

The Serpentis climbs and the Skyskiff dives while the Mercury and Hermes trundle on, aiming to pincer and eliminate the pathetic Wreth force before the friendly transports are ever even close to being in range.

The fact that the maneuver doesn't go quite smoothly is, honestly, the only thing that added even a tiny amount of challenge or surprise. As the Serpentis climbs, a shot suddenly flares from up above. A second Wreth Skyskiff, high above, appears to have been on overwatch duty- likely specifically to counter high altitude ambushes. The air warps around the Wreth Skiff and Transport below as they both raise shroud, reacting to the light and sound of the higher cannon blast. The Captain of the Serpentis lost the element of surprise, which suited him just fine. All the more time for the Wreth dogs to weep at the beauty of Kasgyrite engineering before their inevitable demise.

As the Serpentis and her partner Skyskiff converged on the meager Wreth ships from above and below, but the Wreth only trained their cannons upwards-  firing directly into the Serpentis. They might as well have been blowing it kisses. Aetheric blasts are absorbed harmlessly by her shroud, and the Serpentis fires back with ruthless efficiency. The glory of her first barrage is marred only by the fact that inter-ship communication is non-existent and both the Serpentis and the Kasgyrite skyskiff both direct their cannons to fire on the Wreth skyskiff first. The result is that the tiny enemy vessel is brutalized by the full salvo of both vessels- though brutalized is an inaccurate term. 'Erased from existence' would be a better phrasing.
 
The Wreth transport has no chance. It's shroud can probably take a good dozen shots before it buckles- but only about four or five to one spot before it develops a hole. The eight shots from the Serpentis' front guns tear through the shroud, and a good three blasts make it through. Splinters fly inside the shroud as the three consecutive aether blasts shatter timber and melt metal fittings, reducing the ship's web to few scattered strands and a great deal of ash on the wind. For a moment, it looks as though she might remain in crippled, but salvageable condition- then something cracks inside her core crystal, and the resulting detonation shatters her spine and sends her down to the surface in chunks.

The Wreth Skyskiff coming in from above attempts to rain holy hell on on the Serpentis from behind, which, again, is completely ineffective against her much thicker shroud.  The Serpentis' tail guns clip the Skiff's web, burning a section and making it easier prey for the Kasgyrite Skyskiff. That fight is a short and brutal one, with the Kasgyrite Kettleguns proving much more effective than the slightly more powerful Wreth cannons when the enemy ship is crippled and unable to dodge as effectively.

With all Wreth ships out of commision, the Serpentis spends a few brief moments firing barrages into the cave opening the Wreth were likely sending dinghies into. After that, the gunners drain the remaining boiling water out of the gun-pipes to make a few nice pots of Victory tea.

In his report, the captain of the Serpentis notes that his only regret in the engagement was that he never had the opportunity fly close enough to a Wreth vessel to employ his cutlass. 

Inside the Spire
The Hermes and the Mercury drop off their payload at a different cave than the one the Serpentis just blacked out, moving far enough away in order to avoid dropping the marines into hot territory.  Dinghies flow between the vessels and the Spire at a military pace, efficiently depositing a force of nearly a hundred soldiers on foreign rock and soil.

The interior of the Three Captain is...  interesting. Fauna and flora are as expected- small puffy plants that grow in cracks and needed little besides the air, interspersed with harder fungal flora inside the caves. Small insects seem to thrive within, though they thankfully don't seem to be of the biting variety.

The stone, however, is quite odd. It pulses with light when stepped on, and yields proportionate flashes when struck. It's an interesting phenomenon, and one that makes stealth quite difficult. The reactive stone is pierced in places by curiously smooth circular openings, some scarcely large enough for a man to fit his arms down, others large enough for a man to crawl into. The probable creators of these small holes is made evident when a spider-like creature of  about shin height out scurries out of one. It has eight legs, too many eyes, and definite fangs- but the rest of its body is... wrong. It has four body segments, each of which is covered in interlocking plates of chitinous armor. It chitters at the first soldier it sees before charging.

A Witch-Hunter bolt punches through its chitin and staples it to the ground. Whatever they are, they're hostile, armored, and the Wreth appear to have been agitating them severely.

The Kasgyrite marines work by the numbers to map out and secure the cave network. With a decent understanding of the place, it should be possible to fill up burrows, construct real buildings, mine out sections of the stone cave, and set up a permanent colony here- once the Wrethan scum already inside are dead.

The spider-monsters are, however, a significant problem. The smaller ones are dangerous do to their sheer numbers allowing them to charge through Witch-Hunter fire and get bites in before the soldiers can reload, forcing men to rely on their cutlasses after the initial volley. For Unit 1, this isn't as much of a problem as their gauntlets make short work of the creatures, it has its toll on the others. The creatures appear to be powerfully venomous- anyone bitten rapidly succumbs to a terrible fever that culminates in horrific death in which the afflicted's eyes turn black and bulge grotesquely from their heads.

Worse still are the more massive creatures encountered in the larger (and more strategically useful) galleries. The size of a dinghy, they are strikingly similar in physiology to the smaller spiders (earning them the name Mama Long-legs) but many multiples their size and weight and plated in thick serrated chitin that simply shrugs off gauntlet blasts. Mama Long-legs are huge, fast, and tough to kill- but sustained witch-hunter fire to the head will bring one down. Eventually.

In short, ever-victorious Kasgyre continues to advance, though not without shedding the blood of a few heroes along the way.  Squads are reshuffled in order to minimize the effect of casualties across the board. There is no contact with Wreth Marine forces, as yet.

Confirmed Kills: 2 Wreth Skyskiffs, 1 Wreth Transport
Losses: Squad 8

Kasgyre has gained ground at the Three Captains



Blackstone and Glowcove

A single Skiff arrives at the Glowcove, working patrol duty.

Reconstruction work in the friendly territories is nearing an end, and families are looking forward to returning to the daily routine. There's an odd feeling to the air here, as though they don't quite understand what the war means. For them, the war they know was the one that blacked their homes, now, with the restoration so close at hand, it almost seems as though they expect the war to be over simply because the traces of it on their home soil have been erased.

It's a matter that will have to be dealt with, soon.

Kasgyre has gained ground at Blackstone and Glowcove



Spire Kasgyre

Two more Skiffs have been constructed and are ready for action at Spire Kasgyre.
Two more squads of marines have been trained and are ready for action at Spire Kasgyre.





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, 10/50 banked
11/y Wood, 14/55 banked
9/y Silk, 16/45 banked

It is the Project Maintenance and Design phase. You have 5 dice left to spend.

Spoiler: Projects (click to show/hide)



Current Technology

Spoiler: Tech (click to show/hide)


Spoiler: Tactics (click to show/hide)

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helmacon

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #505 on: July 29, 2017, 06:15:19 pm »

Hrnjajaga ft jii !!!!!!!!!

Another transport kill!!!!

yay!!!

Also... Damn. A whole squad of losses. I get the feeling that when wreth says the unfinished is empty, what they mean is that all their solders there are dead. Leader gauntlets should be slandered issue from now on.
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Jerick

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #506 on: July 29, 2017, 06:24:48 pm »

Sweet another transport down! They are going to have a hard time reinforcing with more marines! Frankly, I think the shakedown run of the viper went superbly. Things to note there is probably now 1-3 extra squads of Wrethians on the three captains, they've developed a tactic to counter our ambushes and rather fortunately I think they mightn't have gotten a clear report (if any) on the Viper yet.

Design:
Quote from: Viper Production
Production lines are great and we need more of them. Vipers are also great and we also need more of them. Establish a second production line devoted to Vipers
And since I already know what I'm voting for this phase
Quote from: votebox
[1] Viper Production Line design (4 dice): Jerick
[1] Bank 1 dice (for pattern revision): Jerick
« Last Edit: July 29, 2017, 06:27:01 pm by Jerick »
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Shadowclaw777

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #507 on: July 29, 2017, 06:30:59 pm »

I think on Discord we all leaned towards some sort of Shipyard that would personally construct Viper-Corvette classes, because I have a feeling that Wrethians are going to have a larger priority on naval technology now that we completely outclass their current skyskiffs, yet our skyskiffs are completely outclassed by sustained rate of fire and maneuverability compared to theirs.

Also we seem to be effective against the larger monsters in the Three Captains, it just seems that dealing with the swarms are the problems. I remember shotguns, maybe shotgun-gauntlets?, being very effective against swarms

Practically I don't see what that fourth dice is going to be spend on? Is it going to be on Time, Progress, or Cost? It's just hey let's add an extra dice because why not. First off Cost on projects is very "who-cares", Time is the overreaching time for the project so it's more worthwhile to spend that die on, and Progress is also nice. But I really think 3 die on a design is way more resource-efficient, it's not the projects that hamper us, it's the actual prototype and revisions that are actually useful. Spending extra dice on a design seems completely wasteful.

Quote from: votebox
[1] Viper Production Line design (4 dice): Jerick
[1] Viper Production Line Design (3 Dice): Shadowclaw
[1] Bank 1 dice (for pattern revision): Jerick
[1] Bank 2 dice: Shadowclaw
« Last Edit: July 29, 2017, 06:34:31 pm by Shadowclaw777 »
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Jerick

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #508 on: July 29, 2017, 06:38:12 pm »

The extra dice is rolled for progress. During project maintenance, we can spend a dice (or many dice) and the results of that dice are added to the progress. Adding extra dice to start with is just like that. In short, it lets us get it finished sooner. And the sooner we get it the better.
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helmacon

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #509 on: July 29, 2017, 06:39:58 pm »

Considering the amount of time wreth forces have been at the captains, they probably have all the other territory there. I doubt we will get to fight the spiders again.

Also, 3 dice to design, 1 for pattern revision, 1 for infantry tactics. Probably flanking maneuvers or something like it.
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