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Author Topic: Arms Race: War of the Cinder Spires | Spire Kasgyr  (Read 153163 times)

IronyOwl

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #120 on: July 17, 2017, 08:31:43 pm »

Quote from: Votes
Hit & Run Airship Tactic : [3] helmacon, Kashyyk, IronyOwl
Officer Sniping Tactics :
Bank the die : [1] NAV
Lemme just put that possibility in the ground imminently then.


On infantry weapons; if we neglect airship tech we cannot win, if we neglect infantry tech we will lose.
I suspect this is a concise summary of the situation. We can't win if a parked fleet stops us cold, but we can certainly claim everything else on the map. Conversely, losing ground wars is preventable if we have a superior fleet, but only so long as we guess correctly.
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr | War Begins! 353 AR
« Reply #121 on: July 17, 2017, 09:18:10 pm »

Hit and Run Tactics
Efficacy: 6

Under current engagement doctrine, two vessel get into weapons range as quickly and then hammer it out and evade as best they can. Under the new tactics, captains accelerated towards the target at all speed, firing their weapons on the move, and then continue past at the same blistering speed, only turning back around to make another run when out of enemy range. Constant acceleration has the distinct advantage of ensuring that, even if a skiff loses the portion of its web outside the shroud, it can continue past on momentum and make a bit more distance than it could otherwise.

Captains have also developed the habit of sundiving- attacking from high above and coming out of the sun in gravity assisted dive to make enemy gunners less accurate. It's a blistering maneuver, and one that has cracked more than a few trim crystals in testing. It's also rather reckless, as losing your exterior web during the dive means you're plummeting towards the mist with greatly reduced lift capacity.

The tactic works reasonably well with the kettlegun, with the following issues. Best speed requires that the skiffs travel directly at the target, and focusing both of the side cannons on the enemy for best firepower requires that the pilot steer nearly straight into the target. Bad aim or just bad luck can send the skiff directly into the target at high velocity, an incident which has resulted in the training program's sole fatality. Furthermore, the kettlegun, while capable of greater sustained initial fire, still can't fire quickly enough to make optimum use of the maneuver. Experienced captains can usually only get four shots (two from each cannon) per attack run when using best speed.



It is the beginning of 353 AR. All is not well

All is not well at all.

The treacherous Wrethian bastards have finally crossed the line. Their ships have made unprovoked raids on sovereign Kasgyrian territory, and though the limited reports available are too confused to make out any concrete details regarding their vessels, we can measure their treachery in blood and lives.

The time has come for war, to serve them a chalice of blood, and ensure that they never have an opportunity to take advantage of our trust again.

Spire Kasgyre's production stands at,
11/y Crystal, 40/55 Banked
10/y Ore, 40/50 banked
11/y Wood, 42/55 banked
9/y Silk, 36/45 banked

It is the beginning of the Design Phase and Project Maintenance Phase. You have 5 Dice to spend. AT THE END OF THIS REVISION PHASE WILL BE THE FIRST DEPLOYMENT AND CONSTRUCTION PHASE. BE READY.

Spoiler: Projects (click to show/hide)

Current Technology

Spoiler: Tech (click to show/hide)

Spoiler: Tactics (click to show/hide)


Talisman-Blacklight-November-Otter-Wisdom
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helmacon

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #122 on: July 17, 2017, 10:09:18 pm »

I think those tactics worked out rather nicely. Given that a skiff shroud collapses after just a few shots, we ought to be able to overwhelm them with a dive, taking two passes to kill at the very most.

Extra dice invested in a project are returned if it's completed in fewer, right? If so, I propose 2 dice to the crossbow, 2 to the armor, and 1 to the medium Crystal. Odds are we should get at least 1 dice back from that, and we can use it for a final revision on the crossbow. We probably won't use both dice for both those projects, but I want to make sure we have those out in time for initial engagements.

If we end up with two revision dice back, we could use the second to make ambush tactics for infantry. (Ought to get a bonus, since we already have ship ambush tactics)
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #123 on: July 18, 2017, 12:13:59 am »

If we end up with two revision dice back, we could use the second to make ambush tactics for infantry. (Ought to get a bonus, since we already have ship ambush tactics)

No.

I mean, not unless your version of 'ambush' happens to be individual soldiers running towards the enemy at top speed while firing their weapons.

Ambush tactics for a squad of infantrymen fighting in caverns using small arms is not really analogous to hit and run tactics for airships with energy shields dueling in miles of open sky at hundreds of miles per hour.
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Kashyyk

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #124 on: July 18, 2017, 01:17:51 am »

Quote
Projects:
Crossbow (2 die +2 wood) : [2] helmacon,  Kashyyk
Bronze armour (2 die +6 ore) : [2] helmacon, Kashyyk
Medium Core Crystal (1 die +4 crystal) : [2] helmacon, Kashyyk
Hold a die : [2] helmacon, Kashyyk

Okay, regarding construction:

A transport barge requires 7 wood, 4 ore, 11 crystal and 2 silk in total. We can make three this turn, and that brings our crystal count to 9. Nothing else wants crystal bar the medium crystal project,  so that's okay. I dunno if Marines going to our local demi spires need equipment,  they definitely won't be meeting Wreth troops at least.
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Jerick

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #125 on: July 18, 2017, 05:06:49 am »

Quote
Projects:
Crossbow (2 die +2 wood) : [3] helmacon,  Kashyyk, Jerick
Bronze armour (2 die +6 ore) : [3] helmacon, Kashyyk, Jerick
Medium Core Crystal (1 die +4 crystal) : [3] helmacon, Kashyyk, Jerick
Hold a die : [3] helmacon, Kashyyk, Jerick
Hrrm the crossbow should finish in time for the production turn. We might be able to make some to give our troops.
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helmacon

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #126 on: July 18, 2017, 04:48:56 pm »

oi dang. No tactics then. Unless... Would we get a bonus to infantry blitz tactics?

But if we do bank the dice, it would give us extra ability to adapt to the enemy's developments faster than they do to ours.
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Happerry

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #127 on: July 18, 2017, 04:52:21 pm »

*Eyes last post.* You know, while we did the Hit and Run tactics research thing, it's not actually noted in the Tactics spoiler, which just has the Close Aggressively tactics.

Quote
Projects:
Crossbow (2 die +2 wood) : [4] helmacon,  Kashyyk, Jerick, Happerry
Bronze armour (2 die +6 ore) : [4] helmacon, Kashyyk, Jerick, Happerry
Medium Core Crystal (1 die +4 crystal) : [4] helmacon, Kashyyk, Jerick, Happerry
Hold a die : [4] helmacon, Kashyyk, Jerick, Happerry

Anyway, next turn we might want to look at either making a new ship design with more front mounted cannons for better hit and run attacks, or a better cannon design for faster firing rates.
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NAV

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #128 on: July 18, 2017, 04:54:43 pm »

It shouldn't be hard to hook the kettle cannons up to a central water tank and pump for a more sustainable high fire rate.
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Taricus

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #129 on: July 18, 2017, 05:01:47 pm »

We're going to need a bigger ship to sustain such weight though. That being said, our boys will be able to enjoy nice hot tea even in the middle of a battle.
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #130 on: July 18, 2017, 06:14:41 pm »

*Eyes last post.* You know, while we did the Hit and Run tactics research thing, it's not actually noted in the Tactics spoiler, which just has the Close Aggressively tactics.

Quote
Projects:
Crossbow (2 die +2 wood) : [4] helmacon,  Kashyyk, Jerick, Happerry
Bronze armour (2 die +6 ore) : [4] helmacon, Kashyyk, Jerick, Happerry
Medium Core Crystal (1 die +4 crystal) : [4] helmacon, Kashyyk, Jerick, Happerry
Hold a die : [4] helmacon, Kashyyk, Jerick, Happerry

Alright. Unless you all decide to move heaven and earth to change votes, this will be locked in.

Also, IMPORTANT BULLETIN

Because I messed up on timing, this round (and this round only) the construction phase will be separated from the deployment phase. You will be able to build vessels, load marines, etc, and then use them in the immediately following deployment step. This will not happen in later turns.

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Taricus

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #131 on: July 18, 2017, 06:24:08 pm »

Question; would it be possible at all to develop something like aluminium or titanium?
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #132 on: July 18, 2017, 07:05:30 pm »

Question; would it be possible at all to develop something like aluminium or titanium?

Yes, though both require substantial refinement processes before they can become viable. Just being able to refine either would be a design in and of itself, and then they'd both come with substantial ore costs.



Witch-Hunter Crossbow
Progress: 6 + 1 Die Refunded
Project Complete!

The stripped down Witch-Hunter is ready for deployment, with the last details ironed out and the production process streamlined. She's a solid weapon- more accurate than a gauntlet, albeit substantially slower firing. After the hideous attacks, Marines are looking forward to using her to put a few bolts through Wrethian skulls.

Bronze Armor
Progress: 4 + 1 Die Refunded
Project Complete!

The bronze breastplate and helms are finished alongside the Witch-Hunter, allowing for infantry to be equipped with both- an inspiring sight to a nation still reeling from its losses.

Medium Core Crystal
Progress: 6
Project standing: 12/15

Swept up in the wave of patriotism and national unity, the engineers working on the Core Crystal project have set aside their past differences to throw themselves wholly into their work.

Prototype
[Efficacy: 4 Cost:6 Bugs: 3]

The fruit of their labors resembles a seven-foot long pillar of impure quartz. Nicknamed Grandmother Spark by the engineers, she's actually actually comprised of three medium core crystals, encouraged to grow together using a refined seed-crystal mixture spread between them in the vattery tank, allowing for a size that would not normally be attainable without decades of carefully cultured growth.

In terms of power, she's like nothing the engineers have used before. She isn't simply that addition of the three crystals used to create her, and even the vattery grandmaster admits that she's perplexed by her strength. Slightly more than four times as powerful a medium core crystal, tests show that the shroud she generates is resistant to scores of light cannon shots- requiring a full dozen shots in the same location to even breach her shroud.

Her major problem is a worrying habit of... what the engineer's call 'desynchronizing'. Though there is some multiplicative interaction occurring, each of the three original crystals still maintains a distinct structure. Normally they act together flawlessly, simulating a single unit, but though an unknown process, one (partial desync) or two (complete desync) of the sub-crystals will suddenly stop working together. This dramatically reduces the ability of the crystal to transform Aetheric energy, produce electricity, and generate a shroud. The process is reversible, but only by a complex process requiring specific tools- impossible in a field situation. It's a relatively rare event, but crippling when it occurs. Partial desync halves the crystal's efficacy, and complete desync halves it again.

Projected Cost: 18 Crystal



It is now the Revision Phase, you have 2 dice left to spend.


« Last Edit: July 18, 2017, 08:12:41 pm by Draignean »
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helmacon

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #133 on: July 18, 2017, 07:15:39 pm »

1 dice, revise the witch hunter down to a pure function model. Strip any remaining ornament, replace the eagle head bayonet with a knife blade, try for the lever reload.

Also, holy shit. WTF is with that grandmother spark thing? We basically got a large core crystal prototype with our med crystal prototype.

I have a few ideas of how we could use this de-syncing thing to our advantage as well...

Not sure for the other die yet. Might just vote on banking it.
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Taricus

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #134 on: July 18, 2017, 07:21:17 pm »

Well, given that both of those require electrolysis to refine, I'd say it'd be a fair measure for a refinery to carry a crystal and ore cost rather than just a large ore cost. Particularly aluminium as it's very common, just needs electricity to refine it from bauxite which if we didn't have crystals that could be used to generate electricity would be out of reach.

We'd be better served by fixing the desync on the crystal core though, when we have the time to build a ship to put it in because SHIET that's going to really ruin Wreth's day.

Other than that, shouldn't we have 3 dice this turn or does banking a die means we can only use it on the next turn entirely?
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