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Author Topic: Arms Race: War of the Cinder Spires | Spire Kasgyr  (Read 153731 times)

Shadowclaw777

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #300 on: July 23, 2017, 02:22:20 am »

Before I start sending some designs for some sort of improved ship craft, I must ask the question since I'm lazy to check the OP, was the first four years of designing a first time incidence of pre-War time? Or will the four years be repeated until the next combat phase.

Also look at that, sending five skyskiffs to both belts when we are probably outmatched technology-wise on their boats. Maybe sending our entire armada to stop one Belt was the way to go, also look at that they sent both transport to conquer the Belt and in which they succeeded, at least they aren't fully conquered yet. I wonder if they send both transport to the Belt, than they probably built another transport to take over their own local spires.
Quote from: Local Spire Names
Leftmost Spire:
Orevein: [1] Shadowclaw
Rightmost Spire:
Lumberock: [1] Shadowclaw

Edit: Than again upon full reading, sending both 5x warships to both Belts was actually more profitable for us than on glance, we damaged both of their transport which means they are overextending their resources and we took some of their warships with us. But they still are making advances towards us.
« Last Edit: July 23, 2017, 02:29:14 am by Shadowclaw777 »
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Kashyyk

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #301 on: July 23, 2017, 02:36:17 am »

I think that switching to standard naval tactics would be the best option. At least until we get faster ships again, but I think we should also avoid combat until we can regroup or recoup our skyskiffs.

It's a shame we couldn't kill their barges,  but that does imply a battle barge wouldn't be such a terrible idea. Whether we do that as a design or a revision though, I'm not sure.

Either way,  and I hate to say it,  but I don't think we should deploy our marines to the belt spires this turn,  we need a better ship and for that we need better crystals.

I don't see the current projects list anywhere,  but I think we should put three dice into medium crystals.

It pleases me that my tech descriptions made it to the official spoiler ^.^

Also, I suggest the leftmost spire be named Blackstone and the rightmost be named Glowcove.

Edit: I'd normally copy in that quote box,  but I'm on my phone and it doesn't like doing fancy forum formatting.
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Taricus

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #302 on: July 23, 2017, 02:43:01 am »

Mind, given that they only has skiffs, that may be true. But it'll take them longer to reinforce those spires they invaded. Anyway, I'll post a hull design now in the meantime. @Kashyyk: Medium crystals won't be helpful without hulls to put them in as well. Better crystals is but a revision, but a better hull is something we need to stay ahead of the curve for, and that means working on one now.

Corvette Hull
This small hull is built to deal with the surprising realities of warfare in the skies. At small size, the ship is relatively light and takes design cues from the skiff hull; light and fast for her class and size, with the ability to mount a full dozen cannons on her deck, eight on the sides and two on the aft and fore each. Fitted with eight trim crystals, she is intended to move with surprising grace across the skies. The most unusual feature is the the 'sails' of silk; Particularly large, these sails not only gather the energy needed for the crystals to function, but also helps propel the vessel by allowing the wind to assist the movements of the ship giving it startling speed compared to the skiffs. Additionally, the hull is able to support a light amount of armouring, enabling it to survive shots without it's shroud.
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Shadowclaw777

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #303 on: July 23, 2017, 02:47:43 am »

Were 12/15 ways done with the Medium Core Crystal or new weird tri-crystal we have. Why would we want to spend 3 project dice on it? I understand we got many 1s on our previous project results. But you really think wasting that much resources for an ensured project, the risk is so minimal that spending extra dice is just wasted investment. 1-2 dice, seems way more practical.

Also that ship seems more fine if you add in that it is very modular, and adding new designs and technology is quick and easy like replacing its core crystals with improved versions of it, also potentially adding some light bronze armor for protection against the retaliation, but the bronze shell protecting it is very light as it doesn't expect much retaliation.
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Kashyyk

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #304 on: July 23, 2017, 02:51:48 am »

Because there was no current projects list I could see, so I was guessing on our progress. If that's the case I'd be happy to drop to one die in the crystal and design something like the Corvette Hull.
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Taricus

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #305 on: July 23, 2017, 02:54:57 am »

Given that improving stuff like trim crystals and the like are revisions and thus shouldn't be hard to put into the new design. And the armour already exists; it's just a matter of providing the slots for it (Since we already have the armour in the techlist).

That being said, if we could revise the med. crystal prototype to specialise the crystals, and then downsize it we could get a much more efficient core crystal. An idea worth looking into anyway. But putting dice into the project as it stands would be worthless; we have no ships capable of carrying it and we won't have for a while. And we need every die we can get into revising our current crystals.
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #306 on: July 23, 2017, 04:15:31 am »

Because there was no current projects list I could see, so I was guessing on our progress. If that's the case I'd be happy to drop to one die in the crystal and design something like the Corvette Hull.

My bad. Fixed.

Also, checked up on that missing dice. I just kept bad notes from last round.
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Kashyyk

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #307 on: July 23, 2017, 05:37:22 am »

I've taken the liberty of redesigning our voting scheme. Instead of voting for each project/design separately, we vote by plan. It'll flood the vote box a bit more, but we should hopefully get a more cohesive turn from it.

Quote from: Vote Box
Leftmost Spire Name:
[1] Orevein: Shadowclaw
[1] Blackstone: Kashyyk
Rightmost Spire Name:
[1] Lumberock: Shadowclaw
[1] Glowcove: Kashyyk

Plans:
[1] Corvette Hull(3 dice) + Tri-Crystal(1 die + 4 crystal) + Hold 2 dice : Kashyyk
[] Corvette Hull(3 dice) + Hold 3 dice :

Designs:
Aetheric Hydraulic Repeater Cannon "Vanguard"
Crystal Linings
Corvette Class Hull
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Taricus

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #308 on: July 23, 2017, 06:01:49 am »

Quote from: Vote Box
Leftmost Spire Name:
[1] Orevein: Shadowclaw
[2] Blackstone: Kashyyk, Taricus
Rightmost Spire Name:
[1] Lumberock: Shadowclaw
[2] Glowcove: Kashyyk, Taricus

Plans:
[1] Corvette Hull(3 dice) + Tri-Crystal(1 die + 4 crystal) + Hold 2 dice : Kashyyk
[1] Corvette Hull(3 dice) + Hold 3 dice :  Taricus

Designs:
Aetheric Hydraulic Repeater Cannon "Vanguard"
Crystal Linings
Corvette Class Hull
Going for the tri-crystal now isn't going to be viable; we have too many things that need revisions at this stage. Between solving the power issues of the subsystem crystals and possibly getting kettle guns for our marines we won't have the dice for it.
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blueturtle1134

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #309 on: July 23, 2017, 06:50:10 am »

Summary - we were outmaneuvered and outgunned, though hit and run tactics provided just a little advantage. Do we respond by improving our maneuverability in turn, or do something completely different that fast, small ships are unprepared for?

(edit - found second page)

Quote from: Vote Box
Leftmost Spire Name:
[1] Orevein: Shadowclaw
[3] Blackstone: Kashyyk, Taricus, Blueturtle
Rightmost Spire Name:
[1] Lumberock: Shadowclaw
[3] Glowcove: Kashyyk, Taricus, Blueturtle

Plans:
[1] Corvette Hull(3 dice) + Tri-Crystal(1 die + 4 crystal) + Hold 2 dice : Kashyyk
[2] Corvette Hull(3 dice) + Hold 3 dice :  Taricus, Blueturtle

Designs:
Aetheric Hydraulic Repeater Cannon "Vanguard"
Crystal Linings
Corvette Class Hull

Going for the tri-crystal now isn't going to be viable; we have too many things that need revisions at this stage. Between solving the power issues of the subsystem crystals and possibly getting kettle guns for our marines we won't have the dice for it.
Well, the tri-crystal is nigh useless until we get a hull for it. Maybe make sure the corvette hull has larger slots?

Also, there is some ambiguity on sizes. The "Basic Core Crystal" was declared "Very Small" in the official spoilers, so if the "Medium Core Crystal" is a level above that it'd be "Small" size, right?
« Last Edit: July 23, 2017, 07:03:10 am by blueturtle1134 »
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Kashyyk

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #310 on: July 23, 2017, 07:06:04 am »

I think our Hit & Run tactic was actually a detriment, as the enemy were able to catch up with us. A one minute slugfest where we fire twice the number of shots as them is likely to go more in our favor. This assumes we have equal numbers though, which we don't. Looking at the map, I don't think there is any way for us to combine our forces for a strike on theirs, unless we go for their homespire (which sounds suicidal to me).

So this turn, I think we should hold off on naval combat, recover our strength and hope whatever critters are in the belt spires can hold off the Wrethi forces.
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Jerick

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #311 on: July 23, 2017, 07:44:39 am »

Yes, it does seem that way. The ambush part of it worked great but everything after that... not so good. Still, I'm glad we didn't send our transports to the belt. That would have been a total disaster.

Quote from: Vote Box
Leftmost Spire Name:
[1] Orevein: Shadowclaw
[4] Blackstone: Kashyyk, Taricus, Blueturtle, Jerick
Rightmost Spire Name:
[1] Lumberock: Shadowclaw
[4] Glowcove: Kashyyk, Taricus, Blueturtle, Jerick

Plans:
[2] Corvette Hull(3 dice) + Tri-Crystal(1 die + 4 crystal) + Hold 2 dice : Kashyyk, Jerick
[2] Corvette Hull(3 dice) + Hold 3 dice :  Taricus, Blueturtle

Designs:
Aetheric Hydraulic Repeater Cannon "Vanguard"
Crystal Linings
Corvette Class Hull

I think our priorities should be a better ship hull and improving our crystals.
« Last Edit: July 23, 2017, 07:52:01 am by Jerick »
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NAV

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #312 on: July 23, 2017, 08:04:02 am »

I'm not really a fan of the corvette hull because it points its cannons sideways instead of forwards. That means half its firepower is wasted at any moment. I agree we need a ship of its size and class though.

Code: [Select]
       ||
     |/  \|
    |/    \|
( /\ is ship hull, || is cannons )

Maybe a ship with a triangular front with staggered cannons like this. With two decks, this would give us 12 cannons in good position to attack. While still being relatively streamlined.
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helmacon

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #313 on: July 23, 2017, 09:32:08 am »

I think we actually did very well with the opening engagement.
The and run tactics were defiantly not a detriment. Most of our kills were from the ambush. A straight up brawl would have been a disaster. I think it talked about their ships and cannons being stronger than ours.

Would it be possible to use just the hit part of hit and run tactics, and then engage as normal? They are both procedures we already own. Would combining them as such take a revision? It doesn't really develope anything new.

Scoring a few kills with an ambush will give us a numbers advantage that ought to let us hold our own against them in traditional combat.

Our skiffs at the unfinished can move to the three captions via burned mountain, and link up with our fleet there. The combined force ( plus our two new skiffs) ought to be enough to support a landing. The other transport can then bring immediate reinforcements the next turn. forgot about wrack spire.

larger engagements will favour us, as we will get more kills off in the opening ambush.

Also, did I mention we damaged both of their transports this turn? That's kind of huge. Repairs are half cost, so that's basically another whole transport they have to pay for. Also, we killed some of their marines. Probably about a squads worth. Not just any marines either, starting marines. They were probably carrying state of the art, super expensive equipment. Given we killed some of them, and they probably took some losses in the spire, landing two squads next turn with have us on at least even numbers with them. They won't be able to reinforce either, as their transports have to return before coming back out.

I think this opening engagement went about as well as could reasonably have been expected.


As for designs this turn, I think we ought ought to do Crystal linings/elongated trim crystals/ crystal trimmings (still indecisive on the name). This would give us a speed boost that would let us use the hit and run tactics properly, and it's a useful ground work in its own right.
Then we throw one dice at the med Crystal, use one for some actual infantry tactics, and idk for the other. Bank it?

Edit: Edited stuff. Also, a question. Our dockyard says it produces 2 skiffs a turn. Is that automatic, or do we have to pay the cost of fully outfitting two new skiffs, plus hulls?

Edit 2: even if we are paying full cost, we could build 2 more skiffs and send them to the captains as reinforcements this year. I think we should do this.
« Last Edit: July 23, 2017, 10:04:11 am by helmacon »
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blueturtle1134

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #314 on: July 23, 2017, 11:23:55 am »

As for designs this turn, I think we ought ought to do Crystal linings/elongated trim crystals/ crystal trimmings (still indecisive on the name). This would give us a speed boost that would let us use the hit and run tactics properly, and it's a useful ground work in its own right.
Then we throw one dice at the med Crystal, use one for some actual infantry tactics, and idk for the other. Bank it?

Votebox time!

Quote from: Vote Box
Leftmost Spire Name:
[1] Orevein: Shadowclaw
[4] Blackstone: Kashyyk, Taricus, Blueturtle, Jerick
Rightmost Spire Name:
[1] Lumberock: Shadowclaw
[4] Glowcove: Kashyyk, Taricus, Blueturtle, Jerick

Plans:
[2] Corvette Hull(3 dice) + Tri-Crystal(1 die + 4 crystal) + Hold 2 dice : Kashyyk, Jerick
[1] Corvette Hull(3 dice) + Hold 3 dice :  Taricus
[2] Crystal Linings (3 dice) + Tri-Crystal (1 die + 4 crystal) + Infantry Tactics (unspecified, 1 die) + Hold 1 dice: Helmacon, Blueturtle

Designs:
Aetheric Hydraulic Repeater Cannon "Vanguard"
Crystal Linings (Longtrim for name maybe?)
Corvette Class Hull

(As you can see I have a pesky habit of just voting for whatever sounds newest) It's still valid to improve our speed to match theirs. I doubt a larger boat will help here.
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