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Author Topic: Arms Race: War of the Cinder Spires | Spire Kasgyr  (Read 153617 times)

Jerick

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1095 on: September 07, 2017, 07:40:19 am »

Well there is one other major difference and that is my plan has a skyskiff scouting instead of a Viper. But aside from that they're both pretty much the same.
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helmacon

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1096 on: September 07, 2017, 11:41:40 am »

+1 to jericks plan.
Make sure to specify AAM on all non scouting ships.

All of you people have terrible taste in flags...
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Taricus

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1097 on: September 07, 2017, 11:53:01 am »

If we all happen to be wrong, odds are you're the one that's wrong.
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1098 on: September 08, 2017, 11:16:20 am »

I kinda hate to move on a 2/1 vote, but that's how things are looking.
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Kashyyk

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1099 on: September 08, 2017, 11:18:42 am »

Quote from: Votes
[] Operation: Flush and Crush :
[3] Operation: Jerick : Jerick, helmacon, Kashyyk

That should make it a bit easier for you.
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NAV

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1100 on: September 08, 2017, 11:31:45 am »

Quote from: Votes
[] Operation: Flush and Crush :
[4] Operation: Jerick : Jerick, helmacon, Kashyyk, NAV
Fully armoured shock fireteam!? Nevermind its fully armoured fireteam leaders.
We need a fully armoured shock squad.
« Last Edit: September 08, 2017, 02:22:57 pm by NAV »
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1101 on: September 08, 2017, 06:32:57 pm »

The Wrackspire

The pair of skiffs sent to investigate the Burned Mountain and the Wrackspire first end up in contention with an unexpected Wrethan vessel, apparently coming towards the Three Captains. While the Skiffs aren't able to head back and warn their companions of the potential incoming assault, they do, by sheer good luck, catch the Wreth Skiff by surprise, and are able to smother it in a hail of fire before it can exploit its superior mobility.

The skiff captains do feel a bit shamefaced that winning two against one fight is considered lucky.

The Wrackspire itself, now that they the skiffs have time to write a report, is... peculiar. The Shattered spire rises from below in a series of uneven pillars, natural rock and earth clinging to spirestone, with peculiar bridges of stone connecting a few at irregular intervals. Bizarre clouds of irridescent mist coalesce and writhe amidst the massive pillars, bending the light around them into a myriad of peculiar optical phenomenon. Stranger still are the floating stones that slowly drift about  the Wrackspire- massive blocks of agglomerated rock, some likely weighing hundreds of tons, yet floating through the air around the spires like dust caught in an eddy.

Both engineer's report unusual power fluctuations occurring in their core crystals whenever the skiffs get too close. Landing here might be tricky.



Three Captains

The Scout and the communications officers prove their value here. The day is cloudy, and the Scout, high above, spots the incoming Wrethan fleet long before anyone else, flashing back composition and location to the Three vipers and the other skiffs. Two of the larger Super-Skiff vessels, with armor that appears to have been upgraded since the last encounter, lead a host of seven of their skiffs. One of the Super-Skiffs also has an unusual bow gun, longer and heavier looking than an ordinary LAC, and mounted on a turntable somewhat similar, though on a larger scale, to the mounts used by Kasgyrite ships.

With Forewarning, the Vipers divide into two groups, the group with two vipers taking two skiffs and going low, and the Serpentis taking three skiffs to go high. Ambushes don't work quite as well when the other side is spoiling for a fight, but it certainly beats the hell out getting caught by surprise yourself. 

The Kasgyrite vessels are already closing in, diving and climbing respectively, when the Wreth Scout finally manages to signal that something bad is about to happen. Not that the signal prevents the bad thing from happening. The Wreth, expecting to be attacking, already had shrouds up, and the warning does give them enough time to fire upwards, but the initial pass still favors Kasgyre. Two Wreth skiffs evaporate under fire, and the two super-skiffs are pummeled from both above and below. One Kasgyrite skyskiff gets taken down by the powerful broadside guns of the Super-skiffs, and a few others take grazes, but it's still a favorable exchange before the battle begins in earnest.

Inside the Furball, it becomes clear that the Skiffs and the Super-Skiffs operate very differently. All but one of the skiffs attempts to stretch its agility to the limits, focus on dodging the shots rather than making them. The super-skiffs, and one of the skyskiffs that moves unnaturally quickly through climbs, instead focus on boom and zoom tactics- climbing, making raking passes while diving, turning, and then making a pass with the opposite broadside while rising across. It's reliant heavily on speed, particularly when climbing, and it's viciously effective while the enemy skiffs are there as a distraction. The vipers continue trying to shoot down the nearer, and much harder to hit, sky skiffs, and the Super-Skiffs rise and fall and only present a target intermittently.

Volume of fire fully favors Kasgyre, but they still have a devil of a time hitting the more agile skiffs, particularly with the added inertia of the frontal armor. Skiffs die, on both sides, but the three vipers still take a worrying number of impacts- it becomes more worrying when the new cannon fires.

The ship mounted with the new cannon is extremely maneuverable, more maneuverable even than a Viper- though that has to stretch the limits of inertia that the crew is capable of handling and maintaining combat efficacy. She's also been biding her time to fire that cannon of hers- probably because it's conventional. The cannon launches a flaming ball of... something at the Pythonidae, but it splatters off her forward armor with a ringing impact, spraying flaming goo across her webbing. All completely bypassing her shroud.

Minutes pass as the battle continues, skiffs dying one by one, and it becomes readily evident that Wreth really isn't terribly advanced with their new gun. While her rising and falling maneuvers make her difficult to target (particularly when captains focus their efforts on the nearest vessels), it takes her at least five minutes to reload her forward gun.

Good luck finally comes in a bit when the Ophidian, despite its reduced gun battery, succeeds in nailing the absurdly fast skiff, stripping off its web with one salvo, and then turning to annihilate the ship completely with its tail guns.  That luck is undercut severely by the Pythonidae's  rapidly growing weakness. The fire devoured a significant portion of her interior shroud, dropping her mobility and ability to evade to the point where she's everyone's target. Dozens of shots impact her shroud, and it eventually buckles in a wave of light. Additional shots scar her frontal armor and take a chunk out of her side, but she keeps fighting. Her return barrage, though it goes wide of the slower Superskiff's shroud, takes out a swathe of her web.

The two vessels, the Pythonidae considerably more wounded, exchange fire. The other vipers, finally able to focus on an enemy ship without being distracted, pump multiple salvos into the damaged Wreth ship. The Superskiff's powerful broadside tears the Pythonidae in half, her core crystal detonating and sending splinters of the vessel in all directions. Meanwhile, the armor of the Superskiff continues to endure massive punishment, taking nearly a dozen shots before the Serpintus is able to burn a shot through her keel and knock a hole in her belly. Still, it takes long enough that she's able to get new reams of webbing run out, and immediately puts on emergency speed to get away.

The other Superskiff launches another flaming spitball, and this one hits the lower head armor of the Serpentis, embedding in the copper but inflicting no significant damage. The structural damage inflicted to the other Superskiff, however, is sufficient to slow her down enough to fire into her back, which by happenstance, is where her greatest concentration of webbing is. The Serpentis and the Ophidian devour the wounded Superskiff with repeated barrages from behind. When the Superskiff begins falling towards the surface, trailing thick black smoke, it becomes clear that they were successful disabling something critical.

There's a moments lull in the fight. On the side of Kasgyre only the two vipers remain, both with shrouds weakened to near nothing by repeated impacts from the Superskiff's broadside guns, and the Ophidian sporting a tear in her dorsal shroud. The enemy retains one Superskiff, its own shroud evidencing several slowly flowing holes, and one ridiculously lucky (or good) skyskiff.

The Superkiff reengages, and the Vipers meet it. The enemy vessel leads with a shot from her bow gun, scoring a hit that punches just behind the Viper's armored head, smashing through her top deck, into her crew section, and wedging itself into engineering- trailing fire all the way. There's something peculiar about the flame- it's sticky, ridiculously difficult to put out, smells of rotten eggs, and aeronauts who inhale the smoke begin choking almost immediately.

Despite her damage, the Serpentis gives the Superskiff most of a barrage, buckling its shroud completely. The Ophidian, however, fails to capitalize on this and instead blasts the single remaining enemy skyskiff to pieces. A few seconds later, the enemy ship has another (also incredibly heavily damaged) shroud up, and fires a broadside at the Ophidian. Two shots strike the shroud, tearing a hole for the last to annihilate the Ophidian's tail, destroying her rear cannon and taking out a number of her rear trim crystals.

Considering the damage, and the black smoking billowing out of the hole in the Serpentis, both ships quit the field, retreating into the mist.  The Superskiff does not pursue.

Within the mist, the Serpentis is unable to control the fire that was splattered liberally through her interior, and she is consumed from within. The last sign of her existence is a flicker of argent light, barely visible to the Ophidian through the mist, when the heat cracks her lift crystal.

Far from eventual location of the battle's end, two transports dock with the demi-spire.

Inside the Spire

The reinforcements, and their crates of grenades, are greeted warmly when they reach the Spire at long last. They're slightly less happy about handing over their gauntlets to the new team of heavies, but they're fine with letting them take point. A couple of officers grumble about the dispensation of fancy bronze armor to the common marine, but it's a passing thing.

The assault on the entrenched Wreth camp is made suddenly and without mercy. Divided into two groups, the infantry swarms around Wreth's flanks pushing into their barricaded and fortified tunnels. The men know that one of the flanks has a portable cannon, and that it's a suicide mission to charge that flank. Still, as proud sons and daughters of Kasgyre, they charge it anyway. Wreth has reinforced, both with more men and additional building materials. Dozens die on the run towards the enemy. Whether cut down by cannon shot, gauntlet fire, or multiple envenomed bolts,  men die just to buy a little ground for the people behind them, just a little more ground, until someone with a good arm can throw a grenade.

It's glorious when the first heavy soldier finally manages it. She's even close enough to see the confused expression on the Wrethan soldier's face as he looks down at the metal sphere she just threw. He doesn't exist for long enough for the expression to turn to fear. Wreth's ranks break soon after the first grenades begin flying. Their barricades shatter, and their men, packed together in their camp, are slaughtered by white hot iron shrapnel and bits of stone. A particularly bold soldier, advancing into the incredible heat, heat that burns the lungs to breathe, got far enough in to pitch an aetheric grenade beneath the portable cannon defending the opposite flank, destroying it utterly and securing the rout of the Wreth infantry.

The major factor that allowed the Wreth to rout, instead of simply being slaughtered was the incredible heat.  Enough grenades in a short enough time made the air unbreathable and the stone impossible to move across, slowing the blitz advance considerably. Still, Kasgyre's victory on the ground is unquestionable.

Confirmed Kills:  seven Wrethan Skyskiffs, 1 superskiff. Approximately four Wrethan squads, a portable cannon.
Damaged Ships: Ophidian, destroyed tail section. Missing 1 cannon, and six trim crystals.
Losses: RKNV Pythonidae, RKNV Serpentis, five skyskiffs.  Squads 1c, 2c, 50% of squad 1, 10 fireteams of grenades.

Kasgyre has gained ground at the Three Captains



The Unfinished

All is not entirely quiet at the unfinished. The mist roils, as... something stirs beneath. Sailors writing home claim to have seen bits fleshy appendages writhing below, and one man on night watch claimed to see a massive blunt head of utterly alien shape and compositionfeature, and larger than any vessel of Kasgyre or Wreth, briefly rise up from below before sinking back down.

The phenomena quiets after about a week, but it's still profoundly disturbing to the men.



Spire Kasgyre

All is well at Spire Kasgyre



With Flying Colors: Event Passed!

The Kasgyrite flag, flying proud from every ship, and hung from hundreds of pennants on and in the Kasgyrite spires, is a treasure to the men and women in service.  While aeronauts complain that it looks really funny when the blue part just sort of vanishes into the rest of the sky, which makes the rest of the flag look rather oddly shaped, it's an easily recognizable sight from any distance. Simplified versions of the flag maintain much the same form as standard flag's with the lion's head replaced with something easier to add without a stencil- most commonly a down pointed triangle or even just a simple crown.

While its colors have been criticized by some as a darkly garish nightmare, and the peculiar deepness of many of the colors makes it a bit more difficult to make out in low light conditions, it's mostly well like by the people. Though there is some debate over whether the lion's head should be gold or a sort of warm cream.

The princess is particularly fond of the new flag, and provides additional support for a future design, assuming it's named after her late father.

Royal Funding: For one design, you can force the cost roll to 6, and the resulting prototype will gain a +2 to cost. You do have to name it after some guy. You're free to make that name up.



It is the beginning of the year 363 AR.

Spire Kasgyre's production stands at,
13/y Crystal, 13/65 Banked
17/y Ore, 17/85 banked
19/y Wood, 83/95 banked
10/y Silk, 45/50 banked

It is now the design and project maintenance phase. You have 5 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)

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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.
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helmacon

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1102 on: September 08, 2017, 07:34:42 pm »

Well, that was fucking insane...
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NAV

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1103 on: September 08, 2017, 07:35:58 pm »

RIP Serpentis
RIP Pythonidae

Coold we develop fire extinguishers? Wikipedia says the modern fire extinguisher was invented in 1818. Pearl ash +compressed air: 1818
Water + sodium bicarbonate + tartaric acid: 1868
« Last Edit: September 08, 2017, 07:43:23 pm by 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.

blueturtle1134

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1104 on: September 08, 2017, 09:31:30 pm »

Roughly estimate how screwed are we?

Could the Vanguard work against these Absurd Skiffs?
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helmacon

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1105 on: September 08, 2017, 09:43:02 pm »

honestly, very minimally screwed. We basically fought to a stalemate here, but within a turn we can have 2 vipers and 8 skiffs back at the captains.

We really need to design a new small ship though.
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VoidSlayer

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1106 on: September 08, 2017, 09:54:13 pm »

Wow look, they developed superior shrouds and weapons, just like they developed superior shrouds and weapons last time.

Glad all those infantry tactics were developed.

Seriously though, if our ships had any speed upgrades they might have been able to dodge any of that bs.

helmacon

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1107 on: September 08, 2017, 10:38:40 pm »

Quote
Dozens die on the run towards the enemy. Whether cut down by cannon shot, gauntlet fire, or multiple envenomed bolts,  men die just to buy a little ground for the people behind them, just a little more ground, until someone with a good arm can throw a grenade.

It's glorious when the first heavy soldier finally manages it.

This is a problem.
Here is a solution.

Revision: Grenade bolts

Using a bit of string and some resin as an adhesive, we can affix our grenades to the ends of a crossbow bolt, allowing the deployment of the grenades from much further distances, or for a devastating opening volley to destroy cover and begin a route.
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Kashyyk

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1108 on: September 09, 2017, 02:34:41 am »

That was brutal. Resources wise, I suspect we're down in the air but up on the ground. If we take many more Marine casualties though, we'll start losing some seriously expensive equipment.

After reading that though, I'm even more keen on getting our Vanguard onto the front lines. When we're running hot with the Kettlegun we're firing once every thirty seconds.The Vanguard will allow us to fire 10 times in thirty seconds. We could literally hose the sky with shots and use volume to catch the  maneuverable enemies and deal damage whilst they cycle their shrouds.

Thus I'm all for revising the Vanguard's mount again, even if it ends up being a dedicated Viper mod. But that isn't this phase.

We are once again starving for crystal and ore.  This I suggest we use the royal bonus to design a resource acquisition tech. In the name of balance it would have to cost a lot, so using this to reduce that cost is the most efficient way to do it. I'd then be tempted to throw two dice at time and be even more efficient. But which do we need more?
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BBBence1111

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1109 on: September 09, 2017, 06:36:56 am »

Want to play around with non aether cannons? I've got our answer here.

Trim Cannon Mk1
The trim cannon is a long tube, with one end open and the other connected to the ship. It has a catapult-head like plate in it, which has it's back lined with trim crystals and a lift crystal. The ship connected part is open on a side, where ammo can be loaded into the cannon. On launch, the trim crystals move the plate towards the end of the tube with their maximum speed, then stop when reaching the stopper at the end. Then they return to the start of the tunnel so another shot can be loaded.
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