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Author Topic: Arms Race: War of the Cinder Spires | Spire Kasgyr  (Read 150666 times)

helmacon

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #735 on: August 10, 2017, 04:21:44 pm »

Also makes me wonder what the Wrethi have done to improve their SkySkiffs without increasing cost, there definitely seems to be enough of them that they are still producing to per turn.

Maybe they aced a general crystal improvement? That's the only thing I can think of what would apply a general improvement to everything. Maybe we should do something similar...
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #736 on: August 10, 2017, 04:46:41 pm »

Quote from: GM
-snip-
I feel like we miscommunicated

I was asking if skiff hulls that support trim webs would be considered a direct upgrade to existing skiff hulls, and be auto applied to the production line.

If so, would revising the skiff hull to naturally support trim webs ( and thereby reducing the time/cost to custom fit each skiff) have the same effect as throwing more money at the project (increasing production per turn), or would that still require an additional revision to implement?

Ah, different effects.

So, if you make a version of the Skiff that naturally incorporates the trim web, then you don't have to make another revision to make a new pattern for that skiff, so that's automatic.

However, that skiff will still cost a little bit extra, and that little bit extra will be enough to push it over into only 1 skiff per turn. You won't need a great increase in production line budget to offset it, but still.

Would people be interested in me showing how to ballpark production line potential in the core thread?
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Jerick

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #737 on: August 10, 2017, 04:54:06 pm »

Yes very much so.  :D  It'd help a lot when it comes to figuring out which route to take, what kind of upgrades we want etc.
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #738 on: August 10, 2017, 11:45:29 pm »

Alright, I'd like to run the turn fairly quickly tomorrow morning, so don't forget to vote on plans!
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Jerick

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #739 on: August 11, 2017, 05:15:18 am »

I suppose we should actually talk about strategy then. Now I suspect this turn might be rough, it's been a few turns since they saw the Viper and because of last turn they know where our Vipers and transport are going to be. If they are going to hit us with something it'll be this turn. Also a really want to scout the unfinished but without scouting tactics that's going to be a dice roll between actually getting useful information and straight up losing a skiff.
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Kashyyk

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #740 on: August 11, 2017, 05:43:55 am »

Admittedly, losing a skiff is information that there is something going on over there at least.

We appear to be missing our second Viper in the ship roster.

Anyway, my suggestion:

Quote from: Operation Pile On
The Transport at Blackstone (Hermes) picks up the marines there, and continues on to Three Captains with its Viper Escort. It then deploys all three marine units.
All marines except Squad 1b employ Flanking Tactics. Squad 1b Employs Defensive Fire.
RKNV Serpentis waits for the marines to be deployed, then moves to the closest Wrethi demi-spire.

All Vipers employ Close Aggressively. All Skyskiffs employ Airborn Ambush Manoeuvres.

The two skyskiffs at Skire Kasgyre move to GlowCove.

One skyskiff at GlowCove moves to The Unfinished, scouts around a bit, avoids combat, then returns to GlowCove.

I don't yet have a production plan, but other than building hulls, we don't have much we can do that we can't do later for no additional cost.
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #741 on: August 11, 2017, 11:29:07 am »

Added the RKNV Anguis to the ships roster.
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BBBence1111

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #742 on: August 11, 2017, 12:28:13 pm »

Admittedly, losing a skiff is information that there is something going on over there at least.

We appear to be missing our second Viper in the ship roster.

Anyway, my suggestion:

Quote from: Operation Pile On
The Transport at Blackstone (Hermes) picks up the marines there, and continues on to Three Captains with its Viper Escort. It then deploys all three marine units.
All marines except Squad 1b employ Flanking Tactics. Squad 1b Employs Defensive Fire.
RKNV Serpentis waits for the marines to be deployed, then moves to the closest Wrethi demi-spire.

All Vipers employ Close Aggressively. All Skyskiffs employ Airborn Ambush Manoeuvres.

The two skyskiffs at Skire Kasgyre move to GlowCove.

One skyskiff at GlowCove moves to The Unfinished, scouts around a bit, avoids combat, then returns to GlowCove.

I don't yet have a production plan, but other than building hulls, we don't have much we can do that we can't do later for no additional cost.

Good as any plan I suppose.

Do I votebox like this?

Quote from: Vote
Pile On: BBBence1111
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NAV

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #743 on: August 11, 2017, 12:37:23 pm »

Good enough.

We should consider bringing the serpentis back to base to upgrade to refillable cannons and resynchronization tools. It would be awful if it desynchronized in the field.
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Shadowclaw777

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #744 on: August 11, 2017, 12:54:08 pm »

Because of how the resource system works in this game, it seems like cheap items are just the best way to go because it's really difficult to field even moderate-tier weapons. Like it seems easier to just equip our team with a ranged bombardment of the starting aetheric gauntlets over the improved crossbow.

Quote from: Production Plan: Everyman, Every Gauntlet
Give three marine squads: Aetheric Gauntlets (Everyone), Aethersilk Vests (Team Leaders)
-12 Ore+Crystal, -15 Silk

Remaining of COWS: 18 Crystal, 1 Ore, 18 Wood, 13 Silk
Quote from: Votes
Production Plan:
Everyman, Every Gauntlet: [1] Shadowclaw
Strategy Plan:
Pile On: [1] BBBence1111

@Kashykk, I believe our transports can only perform one action. So the transport could only move to Three Captains, deploy troops, and go back to Blackstone. Also note that the second transport ship should be equipping troops from the Kasgyr Spire. Also I'm wondering if we should send a transport to the Lava Mountain place that provides 10 Ore, I want to see what kind of difficulties it produced so our designs can help negate it



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Kashyyk

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #745 on: August 11, 2017, 01:03:41 pm »

@Kashykk, I believe our transports can only perform one action. So the transport could only move to Three Captains, deploy troops, and go back to Blackstone. Also note that the second transport ship should be equipping troops from the Kasgyr Spire. Also I'm wondering if we should send a transport to the Lava Mountain place that provides 10 Ore, I want to see what kind of difficulties it produced so our designs can help negate it
I believe in one of his Errata posts, Draig said that picking up or dropping off marines at a friendly controlled, uncontested spire is free, so long as it occurs before movement. I can't for the life of me remember where he said it, so I'm hoping he'll weigh in and confirm/deny this.

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NAV

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #746 on: August 11, 2017, 01:14:39 pm »

Because of how the resource system works in this game, it seems like cheap items are just the best way to go because it's really difficult to field even moderate-tier weapons. Like it seems easier to just equip our team with a ranged bombardment of the starting aetheric gauntlets over the improved crossbow.
Tell that to our expensive viper class corvette or their aether cannon.

I totally get what you mean though. Massed gauntlets > crossbows.
The crossbows would probably work wonderfully if we develop an officer sniping tactic. Especially if Wreth decides to use aethersilk or portable shrouds.
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Jerick

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #747 on: August 11, 2017, 01:38:25 pm »

I agree that sending troops to Lava mountain is something we should do sooner rather than later. We'll take losses but we need that ore. If we can slip our transports to it with out the Wrethians seeing all the better. (There is a small chance they may have got some troops there already but I highly doubt that)
Quote from: Votes
Production Plan:
Everyman, Every Gauntlet: [2] Shadowclaw, Jerick
Strategy Plan:
Pile On: [2] BBBence1111, Jerick
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #748 on: August 11, 2017, 02:04:06 pm »

@Kashykk, I believe our transports can only perform one action. So the transport could only move to Three Captains, deploy troops, and go back to Blackstone. Also note that the second transport ship should be equipping troops from the Kasgyr Spire. Also I'm wondering if we should send a transport to the Lava Mountain place that provides 10 Ore, I want to see what kind of difficulties it produced so our designs can help negate it
I believe in one of his Errata posts, Draig said that picking up or dropping off marines at a friendly controlled, uncontested spire is free, so long as it occurs before movement. I can't for the life of me remember where he said it, so I'm hoping he'll weigh in and confirm/deny this.

Yep, it's in the core thread. You can load and equip infantry from a friendly and non-contested area without issue. Will get all the rules updates consolidated after this next combat round.

However, you cannot move after taking an action, so the 'move to Three Captains, deploy troops, and go back to Blackstone' is out. It's just move to x, deploy y.

I'll start working on the turn soon.
« Last Edit: August 11, 2017, 02:13:24 pm by Draignean »
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #749 on: August 11, 2017, 02:14:25 pm »

EDIT: There is one problem. Because of the skiffs in the air, the airspace at Blackstone is still technically contested, and you're not strong enough to just 'bully through' and ignore it, so you can't load marines and do movement or an unload.

Is this a problem?
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