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Author Topic: Arms Race: War of the Cinder Spires | Spire Kasgyr  (Read 152061 times)

Kashyyk

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #750 on: August 11, 2017, 02:30:14 pm »

My vote would be to just leave the blackstone marines there.
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helmacon

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #751 on: August 11, 2017, 02:32:00 pm »

My vote would be to just leave the blackstone marines there.
This. It may someday be advantageous to have a garrison if they try some sort of sneaky landing thingy.

regular plan -picking up marines at blackstone (my post count is 1666. heh.)
« Last Edit: August 11, 2017, 02:38:11 pm by helmacon »
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Jerick

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #752 on: August 11, 2017, 02:59:30 pm »

Agreed lets leave a little garrison.
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somemildmanneredidiot

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #753 on: August 12, 2017, 08:28:16 am »

Quote from: Production Plan
Two Viper Hulls: 24 Wood, 10 Ore: 1: SMMI

We need more Vipers, and Hulls take a turn before they're available. We can arm them as we need and then we'll be able to push the top and the bottom with ease, especially once we clear out our back lanes.
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Kashyyk

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #754 on: August 12, 2017, 09:29:36 am »

Two Viper hulls isn't possible at the same time as Everyman, Every Gauntlet unfortunately, however I'm more inclined to vote for more hulls, as we're not going to be doing anything with those gauntlets this turn anyway.

Quote from: Votes
Production Plan:
Everyman, Every Gauntlet: [2] Shadowclaw, Jerick
Two Viper Hulls: [2] SMMI, Kashyyk
Strategy Plan:
Pile On: [3] BBBence1111, Jerick, Kashyyk

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Jerick

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #755 on: August 12, 2017, 10:56:46 am »

Quote from: Votes
Production Plan:
Everyman, Every Gauntlet: [1] Shadowclaw
Two Viper Hulls: [3] SMMI, Kashyyk, Jerick
Strategy Plan:
Pile On: [3] BBBence1111, Jerick, Kashyyk
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BBBence1111

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #756 on: August 12, 2017, 10:58:46 am »

Quote from: Votes
Production Plan:
Everyman, Every Gauntlet: [1] Shadowclaw
Two Viper Hulls: [4] SMMI, Kashyyk, Jerick, BBBence1111
Strategy Plan:
Pile On: [3] BBBence1111, Jerick, Kashyyk
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #757 on: August 12, 2017, 12:30:49 pm »

Blackstone

The Transport and the Anguis are able to travel to Three Captains without issue.



Three Captains

For a little while it seems as though it might be almost peaceful at the Three Captains. The Hermes transport is able to successfully dock at a cave opening held by friendly soldiers and disgorge fresh soldiers. It's not a massive reinforcement, but every bit helps.

The attack comes later.

The captain of the Serpentis gets an inkling of what's to come as his men report seeing spots in or near clouds- not enough to engage on, but enough to be wary of.  The attack itself comes out of the sun, much as the Kasgyrite's own initial raids had done. four Wreth ships, three skiffs and one new vessel, dive from above at breakneck speed.  The new vessel is similar in layout to a skiff, a long graceful oval with a sloped belly and a single deck. her webbing spars are particularly long, and focused heavily in the rear of the vessel. Her hull is covered in a skin of shining copper, and she appears to have a belt of additional armor around her midline.

She's also damn fast.

The new vessel and her trio of escorting skiffs strike from the sky like lightning, getting off their initial volley before any Kasgyrite vessel has a chance to raise shroud. Both the Serpentis and the Anguis get damn lucky, only taking web strikes from the initial volley, but the Hermes takes a pair of critical impacts.  Two shots from the Wreth lead vessel's four-gun broadside smash into her, blowing unexpectedly large holes in her structure.

The three attacking Wreth vessels then zoom off, leading the scratched Serpentis and the Anguis on a merry chase. Problematically, both the Skiffs and the Larger vessel are faster in a straight line than the Viper, and the Viper captains are too busy issuing pursuit orders and raising shroud to issue an effective counter barrage. They give a good chase, and the new Wreth vessel appears to lack guns in the stern, but they simply can't catch up.

Which is when the second trio of skiffs dives from above, not at the Vipers, but at the damaged transport they left behind. Calling that engagement a 'fight' would be an overstatement. Focused on their prey ahead, the Viper captains don't realize what's happening behind them until the Herme's shroud buckles in a spray of sparks. At that point it's far, far too late to do anything but watch as the second pair of skiffs sends the remains of the transport to the surface in a burning heap.

With the transport down, the three new skiffs move in and the the group the Vipers are chasing circle back to engage fully. Which is when the battle truly begins. The new Wrethan vessel has a ten gun total, same as the Viper, four on each broadside and two on the bow. Her cannon shot, however, hits like a suckerpunch. Kasgyrite captains have gotten used to Wreth cannons having a slight edge, but this is massive, with each shot seeming to carry at least half  again as much power. 

The skiffs are a constant annoyance, and the Kasgyrite vessels find themselves on the defensive more often than not. The Wreth skiffs exploit their superior maneuverability in order to whip cannon fire at the sides of the Vipers, staying away from its lethal front, while the enemy corvette keeps trying to edge under the Vipers, below the angle which they can tilt down and still allow the crew to keep their footing.

Heavens have mercy on the Serpentis, and despite operating for a sustained period at peak levels, her core does not desynchronize. Which is good news. Both Vipers are well designed to hit with concentrated bursts of firepower, which likely allow the pair to easily overmatch the Wreth vessel in a straight fight. The Wreth vessel is also substantially heavier in the air, and while her maximum forward speed outstrips the Viper, she's not as maneuverable laterally (though she's capable of striking sudden climbs and dives) and her inertia makes her movements easier to predict.

In the end, it's the six Wreth skiffs that present the biggest problem. Without any orders on target prioritization, the Viper captains constantly divert their firing orders onto the skiffs.  The skiffs themselves are difficult to down to the slow speed of turret rotation combined with the Viper's own evasive maneuvers, and most volleys aimed at skiffs miss. Of course, on the occasion when they hit, the effects are devastating.  Four skiffs are killed in this manner, but not before they severely weaken the shroud of both Vipers.

The fight with the new Wreth vessel highlights a weakness of the Viper's design, and that's that it tends to take all the enemy's weapon impacts with its face. While her shroud is strong, it doesn't take too many (about 9) frontal impacts from the new vessel's powerful cannon to open a  hole in a Viper's shroud. While there was designed to be armor there for just that eventuality, that was an optional that neither the Serpentis nor the Anguis gained.

As the fight draws to a close, shrouds grow holes on both sides. The bizzare thing about the Wreth vessel is that the holes are not consistent. While it appears to only take a full volley to breach their shroud, there's often an odd flicker and the hole vanishes. Later in the fight, Viper captains notice there appear to be two 'sets' of holes, as though they're firing into two separate shrouds. Regardless, the new Wreth vessel is the first ship to experience a fully buckled shroud. The Serpentis strikes it down in a shower of sparks, and the Anguis hits it with part of a follow-up frontal assault. The shots slag a section of the new vessel's belt armor, but the retaliation broadside hits the less maneuverable Anguis square on the nose. Two shots go wide, and two hit squarely. The first smashes a wide hole in the front of the Anguis' shroud, and the second strikes the lower port section of the forward gunnery.

The shot itself rips a quarter off the Anguis' jaw, and the sympathetic explosions from cannons exploding rips apart the entire lower gun deck, obliterates half her forward trim crystals, and starts countless internal fires. To their absolute credit, the men on the top deck keep firing their four guns with composure of discipline.

Seconds later, before the hot and dry Viper cannons can manage another barrage, the shroud around the Wreth vessel pops back up, though in a tattered and disheveled state. She's lost a lot of web, and that last barrage tore open her side armor, but she rotates freely in the air to present her undamaged face to the pair of vipers. Her skiff escorts continue harrassing, distracting the already badly damaged viper into a spin that scatters embers from its nose. Sheer saturation of fire causes the Serpentis' shroud to buckle completely on the salvo from the new vessel, though nothing managed to get through

The Serpentis stays on task and delivers another full barrage into the shroud of the large Wreth vessel, ripping a hole in the damaged material and putting two shots into the armor and one blast firmly across into a deck guns. It's not much, but it's enough to buy time to back off and reevaluate. Hopefully, the enemy ships will decide to do the same.

All do, except for one- a particularly annoying skiff that seems both excessively tough and maneuverable compared to others of its kin. It managed to put a pair of aether cannon blasts into the spine of the Serpentis, burning its core web and setting the spectacularly on fire. Thankfully, the tail cannons of the Anguis manage to catch the offending skiff, and though the double blast isn't enough to pierce its shroud, its enough to burn its web to cinders and prevent it from giving chase.


Inside the Spire

The conflict inside the spire is... well, lacking in conflict. After the reinforcements are brought up to speed, the Wreth line is pressed firmly.

Which causes it to give rather anti-climactically.

Wreth troops have clearly pulled back from this region, which allows the Kasgyrite infantry to mostly advance freely. It's rather a nice change of pace.

Confirmed Kills: 4 wreth Skyskiffs
Enemy Damaged Vessels: One unknown ship, compromised broadside armor, compromised webbing, down 1 gun.
Friendly Damage Vessels: RKNV Anguis: Three destroyed trim webs, four destroyed LACs, heavy structural damage.
RKNV Serpentis: Minor Structural Damage, Compromised Webbing.
Losses: The Hermes

Kasgyrite Marines have gained ground at the Three Captains!



The Unfinished

There's no one here- which is rather spooky in and of itself. There definitely was a Wreth presence here once, but there's nothing here now. Now ships, no infrastructure suggesting the Wreth took the Spire, nothing. The Unfinished Spire still looms out of the fog, a mute half-skeleton, not quite brought to Life by the builders, and clearly not claimed by the Wreth.

The Skiff hightails out of that creepy place as soon as possible.



Spyre Kasgyre

Two additional squads of marines have been trained at Spire Kasgyre, and two new skiffs have been completed.

In addition, the frames for two new Viper class warships of have been laid in.


It is the Beginning of the year 358AR.

Spire Kasgyre's production stands at,
13/y Crystal, 31/65 Banked
17/y Ore, 20/85 banked
19/y Wood, 25/95 banked
10/y Silk, 38/50 banked

It is now the design and project maintenance phase. You have five dice 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)



« Last Edit: August 12, 2017, 12:33:35 pm by Draignean »
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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #758 on: August 12, 2017, 12:50:31 pm »

It might be a good idea to take the Anguis back to port, strip everything off her and use it to equip one of the new hulls. Then scuttle the original Anguis hull.
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Kashyyk

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #759 on: August 12, 2017, 01:03:09 pm »

Ouch. We'd best get those new Vipers up and quick. I bet if they didn't have their skiffs it would've been different, but still. Ouch.

Anyway, reacting to that is the strategy phase.

I suggest at least two more dice so we can finish off the Vanguard and catch up with their new guns. We should then spend a revision die to create  a way to fit the Vanguard on the Viper. (be it by miniaturizing it like the engineers suggested or modifying the Viper hull to fit medium mounts instead of small ones). Then we shove a load on our vipers and wipe those smirks off their silly Wrethi faces.
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Shadowclaw777

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #760 on: August 12, 2017, 01:17:07 pm »

3 Dice would be needed for the Vanguard Project to be able to complete it, since the average is 3.5 for a 1d6. Than I think we try to miniaturize the Vanguard through a revision to fit into a small mount with advantage so that it takes two dice. We need to further reduce the Ore Cost on the Vanguard, also I think the encounter would of went better if we gave bronze plating to our Vipers. Lava Mountain 10 Ore place is getting more lucrative as the game goes on.

Our major problem in air is the skiffs, the Vipers are designed for a singular purpose of slaughtering skyskiffs and another on harassing same-size to larger ships. We need their forward momentum, I'd imagine Greater Trim Webs are on priority since they can fit into any size of ship and provide great boons to velocity.
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Jerick

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #761 on: August 12, 2017, 01:43:17 pm »

Adaptive shroud management
The re-syncing tools actually give us considerable insight into what is going on inside our core crystals. This design builds on that knowledge and uses modified re-syncing tools to give allow an engineer to effect the shroud that the core produces. Allow the engineer to strengthen and focus the shroud and maybe have some influence over it's shape. Such an advance could open the door to some fantastic technologies.

Aetheric Sensor
This device uses an array of different strands of aethersilk pointed in different directions and measures the power being drawn from each. These measurements are then compared allowing an engineer to pinpoint nearby aetheric irregularities such as those caused by a ship.

Signal Flasher
This is a simple Morse code based flasher used to signal other ships from long distance. Visual range is the max range of course but in the sky that can extend a fair way.

After that last engagement I want this even more. If we can strengthen the Viper's shroud at the front we can have it take considerably more fire.
Also since they've now copied our ambush tactics some form of scouting+communication/ detection is a must. I'm again dumping concepts here to see if people want to run with any of them. We can only pick one of them. Especially if we put any dice into the vanguard. I'd also like to reserve some dice for tactics following that turn. We need to rethink how our Vipers engage swarms and corvettes.
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Kashyyk

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #762 on: August 12, 2017, 02:18:34 pm »

To outfit a new viper completely (2 armour, max trim webs, etc) will cost 37c, 24o, 18w, 12s. Way more COWS than we have available. I'm just hoping they are as strapped for resources as we are, because other than the two skiffs at Kasgyre and our two beat up Vipers, we can't exert force on Three Captains unless we roll out some seriously under equipped vipers.

Instead, I think we should move both vipers back home for repairs and refits, and send the 5 skyskiffs at Glowcove into enemy territory. After that battle their corvette is damaged and they are low on skiffs, so moving in to harass their other flank should suitably split their focus. Meanwhile, we outfit a new Viper and bring the other two up to par. To come out with three fully repaired Vipers with a full gun complement, two units of armour and all trim webs will cost us:

37c, 24o, 18w, 12s New Ship
0c, 6o, 0w, 6s Serpentis
10c, 14o, 9w, 0s Anguis
47c, 44o, 27w, 18s Total

We only have 44c, 37o, 44w, 48s available, but the above assumes we don't get anything back from trading in the trim crystals on the Anguis. My main concern is the ore, as we'd have to half the armour on all three vessels to match.

Unless we are able to spend our dice to revise our resource production enough to net 3 more crystals and 7 more ore next turn. A long shot potentially, but if we pull it off (even if we literally just sell those dice for a one-time infusion of resources) we will have three fully equipped top of the line ships compared to their one. There is no way they can keep up with that production. Of course this plan necessitates spending no resources at all this turn, but personally, I think it's worth it. Instead of spending dice on projects we throw five dice at resource extraction revisions.
« Last Edit: August 12, 2017, 02:32:28 pm by Kashyyk »
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helmacon

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #763 on: August 12, 2017, 02:30:00 pm »

Personally I think we ought to pull everything back and regroup at our home spire. Send the skiffs into enemy territory, and perform another pincer attack from both sides like last time.

We could make the vanguard small by centralizing the water system, so the mount only needs to hold the gun.  I think putting armor on the vipers is going to become necessity now.

We need to go back to ambushes with our skiffs. We have been employing ambush tactics longer than wreth, so we ought to be able to beat them at that by virtue of experience.

We also need to do a tactics revision for priority targets because that was a mess.
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NAV

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #764 on: August 12, 2017, 10:38:19 pm »

Quote
3 dice to vanguard cannon [1] NAV
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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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