Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 58 59 [60] 61 62 ... 178

Author Topic: Arms Race: War of the Cinder Spires | Spire Kasgyr  (Read 153628 times)

Jerick

  • Bay Watcher
    • View Profile
Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #885 on: August 21, 2017, 07:03:01 pm »

Also I disagree with charging our skiffs to their deaths in the skies around the Wreth home spire. Military ships will be coming and going. They landed troops on the TC last turn so I'm certain their transport will be returning under escort to their home spire. Their larger ship was damaged and needs to be fixed so it will certainly be accompanying it (unless they choose to leave their damaged ship out there for some reason). I do not think our skiffs will do anything but die against that ship even damaged as it is. They are outclassed by the basic enemy skiff as it stands.
Logged

Shadowclaw777

  • Bay Watcher
  • Resident Wisenheimer
    • View Profile
Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #886 on: August 21, 2017, 07:07:40 pm »

Quote from: Votes
Star-crossed Lovers
[4] A: blueturtle, Happery, helmacon, Kashyyk
[1] B: Taricus
[1] C: BBBence1111, Shadowclaw

Strategy:
[1] Operation Salted Earth: Kashyyk
[1]Operation Salted Earth Mk2 : Jerick

Production:
[] rearmament:
[2] Production Plan Ceira: Taricus, Jerick, Shadowclaw

Haven't posted in this a while, being a part-time designer or something, I'd just watch want people chose and not really needed to give any input.

On the star lovers yes their is a rock-paper-scissor catalogue happening and the best form of results is to have the one that hurts the least which might seem like A. But I believe that the Wrethians are going to do the same thing, choose the path with the least consequences. Choosing the lesser of two evils in their mindset can be exploited, by choosing C and than therefore that their hoping for us choosing A means we get a ton of knowledge. It may not seem as flashy as bonus resources or die, but it's the best result since they won't expect it. do believe the best path is to vote for option C in the effort of gaining more knowledge and trying to fluke the Wrethians
« Last Edit: August 21, 2017, 07:14:17 pm by Shadowclaw777 »
Logged

NAV

  • Bay Watcher
  • I have an idea!
    • View Profile
Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #887 on: August 21, 2017, 11:14:12 pm »

Quote from: Votes
Star-crossed Lovers
[5] A: blueturtle, Happery, helmacon, Kashyyk, NAV
[1] B: Taricus
[2] C: BBBence1111, Shadowclaw

Strategy:
[1] Operation Salted Earth: Kashyyk
[2]Operation Salted Earth Mk2 : Jerick, NAV

Production:
[] rearmament:
[4] Production Plan Ceira: Taricus, Jerick, Shadowclaw, NAV
Logged
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.

Kashyyk

  • Bay Watcher
  • One letter short of a wookie
    • View Profile
Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #888 on: August 22, 2017, 02:48:17 am »

Quote from: Votes
Star-crossed Lovers
[5] A: blueturtle, Happery, helmacon, Kashyyk, NAV
[1] B: Taricus
[2] C: BBBence1111, Shadowclaw

Strategy:
[] Operation Salted Earth:
[3]Operation Salted Earth Mk2 : Jerick, NAV, Kashyyk

Production:
[] rearmament:
[4] Production Plan Ceira: Taricus, Jerick, Shadowclaw, NAV
[1] 1 ream of silk only : Kashyyk

I did mean Glowcove, I just got my names mixed up.

The reason why I vote for a limited production this turn, is that we want to save our resources to maximise our Marine's equipment for next turn, spending it all on ships means we will zero crystal or ore, so will likely only be able to develop grenades further, or moderately equip our marines but not both.
Logged

Jerick

  • Bay Watcher
    • View Profile
Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #889 on: August 22, 2017, 07:39:28 am »

We lost a battle with our two Vipers. Now granted our captains idiot balled hard on that one. But I worry we'll be seeing a second Wreth warship either this turn or next turn. If we lose air superiority I'm not sure we'll even be able to land troops on TC. But then as you say we'll have problems outfitting our forces if we do that. We're in an awkward position.
Logged

Taricus

  • Bay Watcher
    • View Profile
Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #890 on: August 22, 2017, 07:48:06 am »

Yeah, because they had numerical superiority in that battle. But we were also handicapped by the fact neither viper was acting at full capacity, either by unreliable core crystals or using subpar trim crystal systems.
Logged
Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

NAV

  • Bay Watcher
  • I have an idea!
    • View Profile
Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #891 on: August 22, 2017, 08:37:16 am »

Quote from: Votes
Star-crossed Lovers
[5] A: blueturtle, Happery, helmacon, Kashyyk, NAV
[1] B: Taricus
[2] C: BBBence1111, Shadowclaw

Strategy:
[] Operation Salted Earth:
[3]Operation Salted Earth Mk2 : Jerick, NAV, Kashyyk

Production:
[] rearmament:
[3] Production Plan Ceira: Taricus, Jerick, Shadowclaw
[2] 1 ream of silk only : Kashyyk, NAV
Very good point Kashyyk.

Yeah, because they had numerical superiority in that battle. But we were also handicapped by the fact neither viper was acting at full capacity, either by unreliable core crystals or using subpar trim crystal systems.
Don't forget the lack of armour and unrefillable kettleguns.
Logged
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.

Taricus

  • Bay Watcher
    • View Profile
Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #892 on: August 22, 2017, 09:08:31 am »

The kettlegun thing we can't fit onto vipers, though the armour I'll grant you.
Logged
Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

Kashyyk

  • Bay Watcher
  • One letter short of a wookie
    • View Profile
Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #893 on: August 22, 2017, 09:39:14 am »

The kettlegun thing we can't fit onto vipers, though the armour I'll grant you.
We can on Vipers, but not on skyskiffs.
Logged

helmacon

  • Bay Watcher
  • Just a smol Angel
    • View Profile
Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #894 on: August 22, 2017, 09:40:10 am »

The kettlegun thing we can't fit onto vipers, though the armour I'll grant you.

Kettle Guns are our standard light cannon. Did you mean the vanguard?
Logged
Science is Meta gaming IRL. Humans are cheating fucks.

Draignean

  • Bay Watcher
  • Probably browsing tasteful erotic dolphin photos
    • View Profile
Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #895 on: August 22, 2017, 12:55:02 pm »


Three Captains

The freshly repaired and refit Pythonidae and Serpentis sail back to the Three Captains with their skiff escort, ready for trouble, but find the sky uncontested. The Wrethan forces appear to have buggered off, which is a bit of a disappointment considered that the Kasgyrite warships got all gussied up for the occasion.

Inside the Spire

The tide of casualties has been stemmed with the controlled retreat. Instead of trying to send parties out into the teeth of the enemy, it's a simply matter of waiting for the Wrethan's to make their cautious advances forwards and then shooting whoever is unlucky enough to pop-up first. The engagements become infrequent and one-sided. The Wreth forces appear to be entirely armed with gauntlets and their cheap wooden toy crossbows, which makes it nearly impossible for them to effectively return fire on the Witch-Hunter firing from distance. Every time the Wreth forces begin to mass up, put down barricades, and deploy their cannon, the Kasgyrite officers order a retreat back to the next position with decent vision and choke points.

A few men get unlucky here and there, particularly to near-misses from their cannon when they get it deployed sooner than expected, but the casualties are minor and the exchange rate is good. Officers on the ground are confident they can keep dragging this out for a another cycle, but after that they're going to be retreating right of the edge of the spire.

Confirmed Kills: One Wreth squad.
Losses: 25% of Unit 1

Kasgyre has lost ground at the Three Captains



Glowcove

The three skiffs in Wreth territory move across the belt into their home aether, encountering no issues or resistance.



Spire Kasgyre

Two new squads of marines have been freshly trained and stand ready for action, and two new skyskiffs have been fully constructed and outfitted.

In addition, a new Viper, the Ophidian, is completed, and the damaged Anguis hull is repaired.



Star-Crossed Lovers

Your tactician leaves with your blessing. Though there is some discontent and grumbling among the brass of what the devilish Wreth might do, but they hold their tongues for now.

A few weeks later you receive a letter from your tactician, informing you that he and the woman he loves have managed to rendezvous safely. He has few ways to express the depth of his gratitude, but perhaps, when peace comes, he'll have found something of value to return to Kasgyre.

The tale does much to ease tension and war paranoia within Kasgyre. There are still rules to this war, lines of humanity that have not been crossed.

You will gain an extra die for the next three rounds.



It is the beginning of the year 360 AR

Spire Kasgyre's production stands at,
13/y Crystal, 13/65 Banked
17/y Ore, 17/85 banked
19/y Wood, 31/95 banked
10/y Silk, 28/50 banked
 
It is the design and project maintenance phase. You have 6 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)

Logged
I have a degree in Computer Seance, that means I'm officially qualified to tell you that the problem with your system is that it's possessed by Satan.
---
Q: "Do you have any idea what you're doing?"
A: "No, not particularly."

helmacon

  • Bay Watcher
  • Just a smol Angel
    • View Profile
Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #896 on: August 22, 2017, 01:04:04 pm »

2 dice to the signal flashers
2 dice to the aether grenades

We need at least proto types from those at this point.

The last two dice can be used to revise the sky skiffs for trim webs.
Logged
Science is Meta gaming IRL. Humans are cheating fucks.

Taricus

  • Bay Watcher
    • View Profile
Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #897 on: August 22, 2017, 01:07:23 pm »

Right, The TC is going to need reinforcements, something we'd best get to doing this turn.

Anyway, with our flanking tactics and fighting retreat, I think we need to combine the two. While they're busy chasing one squad we can use a second or even a third to flank them. If we can lure them into prepared killing areas they'll be screwed.
Logged
Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

helmacon

  • Bay Watcher
  • Just a smol Angel
    • View Profile
Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #898 on: August 22, 2017, 01:44:36 pm »

We also should push our fleet forwards to the first enemy demi spire.
I am very confident in our ability to beat then in a fight fleet on fleet, but if we lose here, the enemy fleet is stuck at the demi spire and can't touch the transport at the captains. Plus, if we aren't having to sit over a transport, we can use ambush tactics, which is where our ships really shine.

+1 for combing retreat & flanking. Maybe call it a faint, or a bait and switch. We don't actually intend to cede ground. We pull back and then hit them from the sides. Then we push up again. A complicated tactic to hold ground and inflict casualties.

We should also consider combination tactics of blockade and AAM. Staying out of sight and striking any ships the moment they leave the range of the docks. This might help inflict more transport casualties, as we don't have time to identify if the vessel is a war ship or moving resources back to their home.

If we have moral qualms we could adopt a tactic of civilian inspection, in which we politely re direct transports back to the demi spire. The resources would probably just stack instead of being destroyed, but then we could cause them to lose resources from overflow when we leave and they all ship at once.

Logged
Science is Meta gaming IRL. Humans are cheating fucks.

Kashyyk

  • Bay Watcher
  • One letter short of a wookie
    • View Profile
Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #899 on: August 22, 2017, 02:32:27 pm »

Another option would be to board them and make throw all resources into the mist. That way they can still leave if they want, but won't get to take anything out with them. Much more ethically acceptable as well.



Now, our resource situation is not what I wanted it to be. with only 13c and 17o, we can barely afford to kit out three squads with just gauntlets. There is literally no way we can get both reinforcements and a load of grenades to the Three Captains this turn. thus I propose spending three dice on Aether grenades. This all but guarantees a prototype and makes a completed project fairly likely. Then we will hopefully have enough resources to produce a couple of units worth and send them out this turn.

Quote from: Votes
Aether Grenades (3 dice, 9o, 6c) + Signal Flashers (2 dice, 2w, 2s) + bank 1 die : [1] Kashyyk
Logged
Pages: 1 ... 58 59 [60] 61 62 ... 178