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Author Topic: Arms Race: War of the Cinder Spires | Spire Kasgyr  (Read 150505 times)

helmacon

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #375 on: July 25, 2017, 05:31:34 pm »

The unfinished spire is the priority, the captains do have wildlife that can slow down the Wrethi forces whereas the unfinished is practically lifeless.
why do you think that?
The gm assured us that belt spires have native resistance. What makes you think the unfinished is un populated?
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Taricus

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #376 on: July 25, 2017, 05:34:26 pm »

Wreth saying so. Though, I guess that should be taken with a grain of salt.

That being said we should move the forces from the captains more laterally towards the unfinished spire; should help us get a pincer attack on a strategic level.
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helmacon

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #377 on: July 25, 2017, 07:07:35 pm »

Operation HeartFire

So, wreth will have to pull back their damaged transports to repair them this turn, but I think it's likely they will try to maintain a blockade of the belt. Combat seemed to be fairly even last round, but if we try to assault the captins again with our 3 skiffs + 2 reinforcements, the transports will make an ambush much more difficult, and it's likely we will suffer losses. We need to regroup this turn and make a push using the full fleet next turn. That means all ships need to be within 2 movement of the captains. We pull the skiffs at the captains back to the home spire, where they link up with reinforcements. We pull both transports back to the home spire to link up with the fleet and grab additional marine squads. ( note: build marine squad equipment)

This is where we make our move. The 3 skiffs at the unfinished do not return to the home spire. They will likely move their new skiffs out to the captains immediately so that they would have even numbers if we went for a full assault.

This means they would have no ships at their home spire.

We move the skiffs at the unfinished to the enemy home spire, and they burn both the damaged transports limping back home. This also means  that they will be 2 movements away from the captains for the joint assault next year.

Moving past one of the enemy demi spires also gives us some valuable Intel as to which spire they control. (Or don't)

This plan is not without risk. If they decide to abandon the unfinished to move their entire fleet to protect the more valuable captains, we would likely be engaged by superior numbers.

If they split their new skiffs between the captains and the unfinished, we would likely be engaged en route. ( we still get to burn a lone skiff. )

 If the plan goes wrong, we are in a poor position. Not an untenable situation, but it will not be ideal.

If it goes right, however, we are in a position where the enemy has 0 transport capacity and we are prepared for a full fleet 2 pronged invasion.

Their marines stranded, their resources taxed, their fleets surrounded...

My friends, my country men, heed me now. Great victories go to those bold enough to take them. Will you help me strike this blow for all Kasgyr? Do you have Fire in your Hearts and iron in your eyes? Will you send our fiery wrath to the cold heart of Wreth? Will you help me win this war?!?!

Operation HeartFire
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Jerick

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #378 on: July 25, 2017, 07:19:28 pm »

I like bold plans and striking at them around their home spire is something they will never expect. You have my vote helmacon.
+1 vote for heartfire
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Shadowclaw777

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #379 on: July 25, 2017, 07:22:18 pm »

You do know that their home Spire is supported by light cannon fortifications?, which they also upgraded their Rate of fire...
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helmacon

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #380 on: July 25, 2017, 07:27:34 pm »

You do know that their home Spire is supported by light cannon fortifications?, which they also upgraded their Rate of fire...
we are not attacking the spire, just blockading the skies around it. With any luck, we will never be within range of their spire cannons.

Also @ GM
would blockading their home spire intercept resource transportation from the demi spire they control?
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Jerick

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #381 on: July 25, 2017, 07:41:41 pm »

You do know that their home Spire is supported by light cannon fortifications?, which they also upgraded their Rate of fire...
That should only come into play during an attempted landing, the skies are big and weapons are not that long range. If our ships stay out of range they should be able to raid anything trying to make a run in o the safety of those guns.
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #382 on: July 25, 2017, 10:39:21 pm »

You do know that their home Spire is supported by light cannon fortifications?, which they also upgraded their Rate of fire...
we are not attacking the spire, just blockading the skies around it. With any luck, we will never be within range of their spire cannons.

Also @ GM
would blockading their home spire intercept resource transportation from the demi spire they control?

Problem with blockading the sky- there's a lot of sky. You will have a chance to intercept a certain portion of the income they get from their substituent spires. If you're lucky, it's a significant potion, if you're unlucky- well, you raid the ship carrying the Feline Cat Licenses issued by the Wrethan Department of Redundancy Department.

As for keeping their transports from getting home- you don't have an actual blockade tactic set up yet, which means your captains will risk getting too close to an enemy Spire on standard maneuvers. Sorry, but Airship Captains being provided with a standard issue idiot-ball is kind of mandatory to make the tactics section of the designs really work.
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helmacon

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #383 on: July 25, 2017, 10:56:30 pm »

Still very much worth it imo. The fact that we even have a chance to intercept enemy resources is more than I was hoping for.

As for the transports, ambush tactics involve staying unseen until the moment of the attack. That should minimise the risk to our ships. Even the worst case scenario that we lose all 3 ships, I consider that a worthy trade for destroying all enemy transport capacity.
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Jerick

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #384 on: July 26, 2017, 04:08:01 am »

The fact that our captains are idiots changes things (and is something to keep in mind for the future) so I'm going to propose a new strategy;
Quote from: plan caltrop
Skyskiffs at three captains move to the enemy leftmost demi spire. They are to report all enemy activity and ambush any enemy vessels passing through with priorities on transports or resource haulers.

Skyskiffs at unfinished spire move to the rightmost enemy demi spire. They also are to report all enemy activity and ambush any enemy vessels passing through with priorities on transports or resource haulers.

Both transports are to regroup at home spire. New skyskiffs are to remain at Kasgyr this turn.

Resources are to be banked this turn
Since ambushing them at their home spire seems to be a bad idea lets ambush them before they even reach it. With a bit of luck, we may even be able to catch their new skyskiffs unprepared as they cross territory they supposedly control. If either of those demi spires is their starting one we should be able to take out the resources from it without risking our ships too much. Also this move effectively forces the enemy to pull ships back from the front. However, it does mean we can't bring all our forces to one spire next turn.

Quote from: votebox
[1]Together we stand: Kashyyk
[1]Heartfire: helmacon
[1]Caltrop: Jerick
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helmacon

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #385 on: July 26, 2017, 05:42:22 am »

If they take a que from us and push up their sniffs next turn, that means they would out number our transports escort.
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Kashyyk

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #386 on: July 26, 2017, 06:10:06 am »

A "blockade runner" tactic would not be a bad thing to create then, even if we didn't go for the more aggressive strategies this turn.
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helmacon

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #387 on: July 26, 2017, 06:29:27 am »

If we do go with an aggressive strategy, I feel like heart fire is the way to go. It leaves our ships in range of the captains for next turn (operation iron eye) which is super important. I highly doubt we would lose all our skiffs. Even if we do take some hits from spire fortifications.
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somemildmanneredidiot

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #388 on: July 26, 2017, 06:37:41 am »

Counter Proposal:

We hold off on this attack until we have the Viper set up as well as Blockade Tactics, so we can rush some Vipers into place while being able to do maximum damage.

If we attempt this now, we have a signficant chance of failing with damage or destruction, which will lead to weaker defenses from us. If we do it post-Viper, we'll be in shape to do the maximum possible damage while maintaining defenses.
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Jerick

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #389 on: July 26, 2017, 07:47:15 am »

True but we also miss our chance to take out their transports. We have a rare chance at that since we know where they are this turn and where they are going with almost complete certainty. If they don't pull back their transports to their home spire for repairs they are utterly insane. Getting behind their lines next turn will sadly achieve little I suspect since their transports will be fixed and probably escorted as they return to the front (or head to their demi spires and we don't know which one is occupied yet). If we want an easy kill on the transports it has to be this turn.

If we do go with an aggressive strategy, I feel like heart fire is the way to go. It leaves our ships in range of the captains for next turn (operation iron eye) which is super important. I highly doubt we would lose all our skiffs. Even if we do take some hits from spire fortifications.
Sending ships to their home is dangerous for more reasons than just the guns. Their guns (and our captain's foolishness) just mean we're much less likely to kill the transports there. The enemy will not ignore ships around their home spire and they are faster than our skiffs. There is considerable chance that even without any guns on the spire we wouldn't be getting our skiffs back but with guns and idiot captains we are almost guaranteed to receive damage before the enemy even responds. Then our skiffs must move a full distance while probably damaged and being chased by enemy skiffs which are faster than ours under normal circumstances. This plan almost certainly loses us the skiffs but stands a good chance of not killing the transports or even pulling many enemy ships from the front. Certain loses for uncertain gain. Let me be clear it isn't the guns (well they aren't the main thing) that have made me decide against heartfire but the clarification on what we can ask of our captains without tactics is. Without specific tactics they will likely be clumsy, slow and sloppy and that is somthing plan heartfire cannot afford I'm afraid. If we're going to ambush them and get away with it we need to do it away from any potential hazards.
« Last Edit: July 26, 2017, 08:01:47 am by Jerick »
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