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Author Topic: Arms Race: War of the Cinder Spires | Spire Kasgyr  (Read 150609 times)

VoidSlayer

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #585 on: August 01, 2017, 10:49:51 pm »

So the enemy choices I see are to assault glowcave with a huge fleet, assault our viper with a huge fleet or pull back and wait for new tech to tech.

Losing the viper would be devastating, and they could drop 8 (!) ships on three captains if they wanted to.

We can not leave the viper with only one escort.


Quote from: Plan: Three's Company
Start Location: Spire Kasgyre: 2 x Skiffs: End Location: Glowcave
Start Location: Three Captains: 1 x Skiff: do not move
Start Location: Wreth Left Demispire: 1 x Skiff: End Location: Three Captains
Start Location: Three Captains: 2 x Transports: End Location: Spire Kasgyr

This will leave us with 2 skiffs and a viper at three captains and 3 skiffs at glowcave.

VoidSlayer

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #586 on: August 01, 2017, 10:52:22 pm »

Quote from: Production Plan "Hull today, Gone tomorrow"
1 Viper Hull: 12 Wood, 5 Ore: 1: SMMI
No production 1: VoidSlayer

Quote from: Deployment
"Defensive Stationing": 1: SMMI
"Three's Company" 1: Voidslayer

helmacon

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #587 on: August 01, 2017, 11:32:59 pm »

Quote from: Production Plan "Hull today, Gone tomorrow"
1 Viper Hull: 12 Wood, 5 Ore: 2: SMMI, helmacon
No production 1: VoidSlayer

Quote from: Deployment
"Defensive Stationing": 1: SMMI
"Three's Company" 2: Voidslayer, helmacon
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Kashyyk

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #588 on: August 02, 2017, 01:22:58 am »


Quote from: Production Plan "Hull today, Gone tomorrow"
1 Viper Hull: 12 Wood, 5 Ore: 3: SMMI, helmacon, Kashyyk
No production 1: VoidSlayer

Quote from: Deployment
"Defensive Stationing": 1: SMMI
"Three's Company" 3: Voidslayer, helmacon, Kashyyk
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Jerick

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #589 on: August 02, 2017, 04:41:11 am »

Quote from: three captains guard
A skiff at the three captains escort transports back to home spire.

Remaining ships at the three captains use ambush tactics

Skyskiff at Glowcove remain on station using ambush tactics.

Two skyskiffs from home spire to Glowcove

Skyskiff at left enemy demi spire advance to middle enemy demi spire and use ambush tactics on anything that tries to pass through. (combat will stop movement so this could stop the enemy from being able to bring their full force together this turn)

Infantry at three captains adopt the new infantry tactic (we can't forget this)

Quote from: vote box
Production:
1 Viper Hull: 12 Wood, 5 Ore: [4]: SMMI, helmacon, Kashyyk, Jerick
No production [1]: VoidSlayer

Deployment
"Defensive Stationing": [1]: SMMI
"Three's Company" [3]: Voidslayer, helmacon, Kashyyk
"Three Captains guard": [1]: Jerick
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Kashyyk

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #590 on: August 02, 2017, 06:57:23 am »

Actually that's a good point.

Quote from: Three's Company + Tactics
Start Location: Spire Kasgyre: 2 x Skiffs: End Location: Glowcave
Start Location: Three Captains: 1 x Skiff: do not move
Start Location: Wreth Left Demispire: 1 x Skiff: End Location: Three Captains
Start Location: Three Captains: 2 x Transports: End Location: Spire Kasgyr

All ships use Ambush Tactics
All marines use Defensive Fire

Quote from: vote box
Production:
1 Viper Hull: 12 Wood, 5 Ore: [4]: SMMI, helmacon, Kashyyk, Jerick
No production [1]: VoidSlayer

Deployment
"Defensive Stationing": [1]: SMMI
"Three's Company" [2]: Voidslayer, helmacon
"Three's Company + Tactics" [1]: Kashyyk
"Three Captains guard": [1]: Jerick
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Jerick

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #591 on: August 02, 2017, 07:44:55 am »

Quote from: vote box
Production:
1 Viper Hull: 12 Wood, 5 Ore: [4]: SMMI, helmacon, Kashyyk, Jerick
No production [1]: VoidSlayer

Deployment
"Defensive Stationing": [1]: SMMI
"Three's Company" [2]: Voidslayer, helmacon
"Three's Company + Tactics" [2]: Kashyyk, Jerick
"Three Captains guard": []:
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somemildmanneredidiot

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #592 on: August 02, 2017, 08:40:12 am »

Quote from: vote box
Production:
1 Viper Hull: 12 Wood, 5 Ore: [4]: SMMI, helmacon, Kashyyk, Jerick
No production [1]: VoidSlayer

Deployment
"Defensive Stationing": []:
"Three's Company" [2]: Voidslayer, helmacon
"Three's Company + Tactics" [3]: Kashyyk, Jerick, SMMI
"Three Captains guard": []:
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helmacon

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #593 on: August 02, 2017, 09:54:35 am »

Err... Right. Tactics. Someone switch me please.
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #594 on: August 02, 2017, 10:58:18 am »

Alright, so with Helmacon's switch, you all seem rather decided. Barring dramatic shifts I'll start work on the combat round.
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #595 on: August 02, 2017, 01:42:26 pm »


Three Captains

The ship captains have a slightly difficult time interpreting ambush tactics while they're essentially on defense duty- since a major factor of the ambush is identifying the enemy first and moving to engage the pincer before they're able to see them coming, and that's difficult to do when you're the one with a predictable location.

This becomes relevant when the Wreth vessels attack in relative force. Five skiffs, their largest deployment since the beginning of the war, come fast out of the east. There's no time for a pincer, no time to climb or dive, there's only time to get the guns ready to engage.

It's immediately relevant that the Wreth captains have changed the overall character of their attack runs. Instead of trying (and failing) to trade blows with the kettleguns in the beginning of the fight, they're pressing their superior mobility advantage to whizz around and focus on evading fire rather than delivering it. Against the friendly skiffs, it's a rather damningly effective tactic. The current kettleguns run dry quickly, and after that happens the Wreth skiffs are superior in every way.

Without the Serpentis, there would be no one left to report.

The friendly skiffs disappear one after the other, engulfed in flames as steady attrition of almost-misses takes away their shrouds, cripples their webs, and eventually consumes their hull.

The trim webs on the Serpentis, powered to full by the medium core crystal, provide her with a shocking amount of rotational acceleration- the kind of in-place maneuvering that would make anyone but a hardened marine lose their lunch. The new turret swivels also prove invaluable in keeping the guns on target despite the sudden shifts and lurches, allowing the gunners to focus on timing rather than wrestling almost a half ton of cannon into position.  Combined, she's a deadly force.

Instead of trying to rely on the muscle-powered cannons to be able to track fast enough to hit the quick little Wrethan skyskiffs, the captain the Serpentis utilizes the entire ship's turning ability and a well spaced spread of cannon fire, using the eight front guns to hit an entire area of sky and using the rear guns to harass and drive off skiffs on attack runs from other angles. It's an exhausting tactic, and one that taxes the core crystal into the potential desynchronization zone (it thankfully does not desync), but it pays off. Despite her shroud taking approximately two dozen impacts,  the Serpentis is able to destroy two of the Wreth skyskiffs and drive the others back into the mist.

It's a limited victory, and the Serpentis captain feels that his gunners were disproportionately unlucky.

Inside the Spire

The ranking officer within the Three Captains is optimistic about the new infantry tactics, though he does note that they're not a terribly large improvement against spiders, who show a distinct lack of concern for whether a soldier is in cover or not when they attempt climb onto their faces and bite.

Regardless, progress is made at a fair right, with only a few losses to surpising spider attacks, and only one fatality due to a Witch-Hunter being used to remove a spider from another soldier's face- with the end result being a dead spider being permanently affixed to a very dead soldier's head.

The excitement of the report comes when the troops move into a larger gallery at nearly the same time as a Wrethan force. There's a moment of blank confusion where both sides realize that the other side isn't a spider, followed by the twang and roar of mixed crossbow and gauntlet fire.

The first evaluation of the Wreth forces impresses no one. They seem to be equipped with some kind of rapid firing crossbow of all wood construction- the projectiles of which simply bounce off officer armor, though they do cut troops badly when they hit at all. They also appear to have adopted a similar defensive positioning tactic, crouching behind cover while they load new bolts into their crossbows. It's a fight where Kasgyre's more accurate and heavier hitting Witch-Hunter crossbows are lethally effective, impaling whatever portions of men happen to jut out from behind cover.

The Wreth forces begin to withdraw after their lead squad takes heavy casualties. Friendly forces advance to fill the gap, which is when they run into the much better equipped Wreth soldiers behind them. Fully outfitted with gauntlets, they're capable of withering suppressive fire behind cover.

Even with that, however, the officer believes that the superior accuracy at range of the Witch-Hunter would have allowed his men to prevail against the gauntlets- except the Wreth had an additional weapon. He never saw it personally, but he saw the surge of bonewhite light that came out of the tunnel the Wreth were defending. An aetheric cannon shot, in an enclosed space. Friendly cover turned into white-hot exploding shrapnel, and the air itself burned the lungs and eyes of the nearer soldiers. In the face of that weapon, the officer had no choice but to pull his remaining men back to regroup.

Without some way of countering the Wrethan heavy weapon, or at least the pulse of burning air and shrapnel, a defensive advance would require a rare stroke of luck,

No Ground has been gained at the Three Captains 

Confirmed Kills: Two Wreth Skyskiffs.  At least 50% of a lightly armed Wreth unit.
Losses: Two Skyskiffs. Marine Unit 7. 50% of Marine unit 2



The Hive

While there have been no reports of any  attack, numerous civilians report seeing Skyskiffs in the clouds around the Spire. While the most common explanation given is that they are Kasgyre ships out on maneuver, the complete lack of any known friendly skiffs in the area is worrying to the military reps who have to  dissuade the fears of the common folk.



Glowcove and Blackstone

Two skiffs move safely to the Glowcove.

Reconstruction has finally been completed, bringing the settlements back to their pre-war glory- along with a number of pre-war questions. What happens now? When will their families come home from the war? What will be extracted of the Wreth in terms of penance? Has it already been enough?

It all boils down to one, real question. How long will this war go on?



Spire Kasgyre

The Hermes and the Mercury return home safely.

Two more skyskiffs are ready for action at Spire Kasgyre, and a new hull for a Viper class warship has been completed.



EVENT: War Never Changes

The original reason for the war, the destruction of the demi-spire colonies, has been repaired. The people are now looking to their leaders to tell them what the new goal of the war is, and (rather importantly) why there's still needs to be a war. Soldiers want to return to their families, and the tax of resources being absorbed for the war effort is certainly not inconsequential.

So, how does your nation justify the continued war effort? This is a culture question, of sorts. What drives you to go to war, to keep throwing wave after wave of men at the enemy, even when the initial damage is repaired?

To count, these justifications MUST be posted in the core thread. The side that generates the 'best' explanation will be awarded with a credit to force any one of the three rolls for a prototype (and thus the eventual tech) to a 6. This must be declared when rolling the initial design, and can be done only once.




It is the beginning of 357 AR.

Spire Kasgyre's production stands at,
13/y Crystal, 38/65 Banked
17/y Ore, 22/85 banked
19/y Wood, 21/95 banked
10/y Silk, 26/50 banked

It is the beginning of the design and project maintenance phase. You have five dice left to spend.

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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NAV

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #596 on: August 02, 2017, 01:50:16 pm »

I think we can potentially counter the wreth infantry aether cannons by moving vertically, setting up explosives above or below them, and causing cave-ins.
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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.

Jerick

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #597 on: August 02, 2017, 02:07:08 pm »

So they've pushed into our backline? Where do they plan to go? If we can figure out where they plan to move to next turn we can head them off. I think they'll either head to our left demi spire to cut off reinforcements to three captains or to our rightmost spire to warn of any attack. Also I'm surprised by our ambush tactics ineffectiveness. I was perhaps under some false impressions...
That indoor cannon is something we're going to have to deal with.
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Kashyyk

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #598 on: August 02, 2017, 05:08:03 pm »

Something that would be useful against entrenched positions like their cannon, or even just squads of rapid fire crossbows:

Aether Grenade
A minute core crystal combined with the same technology found in a cannon or gauntlet to generate an aether blast, this device exchanges it's own survival for a single, devastating detonation after an eight second timer. For best results,rapidly relocate either yourself or the device after activating the count down.
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NAV

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #599 on: August 02, 2017, 06:36:29 pm »

Does the aether grenade rely on aetheric energy or shrapnel to kill?
If it's shrapnel, I think black powder might be a better option.
We absolutely beed some form of grenade.
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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.
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