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Author Topic: Arms Race: War of the Cinder Spires | Spire Kasgyr  (Read 153442 times)

Kashyyk

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1500 on: November 16, 2017, 09:33:55 am »

Too many will reduce their lifetime, as the area will be drained of aether. One should be enough though, as the other members of the squad can hang back and use terrain as cover like the snipers.
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Doomblade187

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1501 on: November 16, 2017, 09:44:09 am »

Too many will reduce their lifetime, as the area will be drained of aether. One should be enough though, as the other members of the squad can hang back and use terrain as cover like the snipers.
Fair enough. Do the transports come with comms officers, though?
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Kashyyk

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1502 on: November 16, 2017, 09:46:22 am »

Yes, they already have comms officers on them. You can look in the Ship spoiler if you need to check anything else about them
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NAV

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1503 on: November 16, 2017, 05:24:39 pm »

I think we should switch one skiff from scouting to escort if we go with that plan. 2 skiffs per transport then.

Edit: Maybe not more scouts increases the chance of a successful scouting and successful ambush.
« Last Edit: November 16, 2017, 05:31:00 pm by NAV »
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helmacon

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1504 on: November 16, 2017, 06:12:36 pm »

I am actually of the exact opposite sentiment NAV. The more skiffs we tie down to the transports, the less we have in the actual battle. I think we should have 2 skiffs on guard duty, max.
If we are only using half the fleet, we will get obliterated.  All they have to do is take a few shots for the transports. We don't need 4 skiffs for that.
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NAV

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1505 on: November 16, 2017, 11:50:00 pm »

Skiffs are small and weak, one skiff just can't cover more than a small percentage of one transport, it won't significantly reduce the number of shots to the transports or have enough firepower to shoot down anyone attacking the transport.
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NAV

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1506 on: November 18, 2017, 10:20:59 am »

Quote from: Planning
Operation: Return Fire (1): NAV
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The face on the toaster does not look like one of mercy.

Kashyyk

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1507 on: November 18, 2017, 10:47:37 am »

Quote from: Planning
Operation: Return Fire (2): NAV, Kashyyk

As escorts our skiffs will do what they do best; get shot instead of more impotent vessels. The scouts should give us a decent chance to motive ant attack and allow our escorts to get into position.
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BBBence1111

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1508 on: November 18, 2017, 02:29:35 pm »

We should stop wasting resources on TC. Keep up appearances, but go and take over another Spire or two. This back and forth benefits noone. If we get a resource advantage, we will win a lot easier.
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1509 on: November 18, 2017, 05:24:10 pm »

With a rumination, a prayer, and a confession, the work on the turn begins anew.

Assuming there are no timely objections.
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1510 on: November 19, 2017, 05:42:04 pm »

The Three Captains

The attempt to land the transports at the Three Captains does not go as planned.

Our scouts are able to detect the enemy fleet before they find us, which reveals that they appear to have begun traveling at ambush height. While cold and not terribly good for the mind, this does make it nearly impossible for our ambush tactics to work in their traditional high-low pincer maneuver. Two of the Superskiff design that mount an incendiary conventional cannon, and a pack of five smaller skiffs. They notice us not long after we notice them, and the requisite jockeying for height takes place as their fleet moves in to engage. They still have the advantage in altitude, but it's not nearly as marked as it is when they're able to catch us off guard.

As per the tactics we've seen them use before, half of their ships move into engage, a Superskiff and three of their upgraded skiffs for the first wave. Our ranks form up, the three skiffs close defensively around the transports, and our Vipers sight-in on their Superskiff. Aethercannon fire lights up the clouds as both sides engage- our skiffs targeting theirs and the dual vipers focusing full frontal firepower on their large vessels. The wrethan vessels, however, do not return fire on our military ships. Instead, they focus all fire on our transports.

The skiffs guarding the transports perform their duties at the cost of their life, their shrouds and hulls disintegrating as the enemy focuses all firepower on destroying our transports. The barrages of the attack run are merciless, and the upgraded cannons of Wreth tear into the shrouds of our transports. The conventional cannon mounted into the nose of the Superskiff launches a flaming shot directly into the core of one of the transports, ignoring its beleaguered shroud and undoubtedly sowing chaos within. Yet the exchange is not one sided. With the ability focus their fire on the front of the charging vessel, the Vipers together throw a punishing amount of fire into the Superskiff, holing the forward section of its shroud, then immediately holing it again when the enemy vessel switches to the secondary shroud. Aethercannon blasts light up its armor and shred its bow, igniting the entire front of the vessel and turning it into a blazing meteor.

The final barrage of the Wrethan superskiff destroys the lead transport, ripping its side open and forcing it into a death spiral. Seconds later another salvo from the Anguis plummets down the throat of the Superskiff, tearing into its injured bow and blowing it apart from the inside. The three small skiffs on the attack run, contending only with the two Natalies and the remaining baseline skiff, zoom away at best speed after pelting the remaining transport. They're considerably faster than the vipers, at roughly the same level as the Natalie- though not as maneuverable. With the vipers help, the Natalies are able to splash one of the three, but then the second wave of Wrethan ships hits.

The second superskiff, with the another pair of their fast skiff, charges in to engage- yet it too focuses entirely on our transports. Our vipers hammer its shroud, but this one seems far stronger than the last. Our captains succeed in making a hole only after considerable sustained fire, more than it took to hole both of the last Superskiffs shrouds, and by then its too late. The Wrethan superskiff pummels the remaining transport, obliterating it until there's nothing left to drift to the surface but cinders and char. It veers off, and while a parting topaz shot through the hole in its shroud manages to slag some armor, it's able to turn fresh shroud to us as it flees. It's faster than our vipers, and takes evasive action as it flees, preventing them from landing further significant damage.

Their skiffs likewise peel away to help the fleeing pair, resulting in a four against two furball that our vipers arrive too late to aid with, resulting in the loss of another Natalie and the killing of two more of their skiffs before they're able to disengage into the mist.

We may have dealt a significant blow to their fleet, but they've succeeded in preventing us from reinforcing.

Inside the Spire

There is no report from inside the spire.

Confirmed Kills: 1 Wrethan Superskiff, 3x enemy upgraded skiffs
Losses: Mercury, Apollo, 1 Natalie skiffs, 3 skiffs, all defenders at the Three Captains.

Kasgyre has lost control of the Three Captains



Spire Kasgyre

An additional Natalie skiff has been produced.



It is the beginning of the year 370 AR.

Spire Kasgyre's production stands at,
13(+10)/y Crystal, 34/115 Banked
17/y Ore, 17/85 banked
19/y Wood, 95/95 banked
10/y Silk, 13/50 banked

It is now the design and project maintenance phase.



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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helmacon

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1511 on: November 19, 2017, 05:54:52 pm »

I'm a bit confused. The shroud clarification states that after a shroud is dropped, it takes about 10 seconds to raise another one. Given the rate of fire of our vipers and vanguards, as well as the amount of ships firing on it, we should be able to destroy a ship before it can raise a second shroud. Why are we having to drop both their shrouds each time?
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1512 on: November 19, 2017, 05:55:38 pm »

If you buckle a shroud, it takes ten seconds. Up until the point of buckling you can swap between shrouds.
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helmacon

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1513 on: November 19, 2017, 06:05:52 pm »

huh. Another question though, if thier super skiffs use broadsides, how can they fire while advancing on our ships at the same time? Shouldn't they have to be parallel to our ships to fire on them?

After all, thats exactly what we designed the viper to avoid...

(also, woo! we have arial control! We should be able to reinforce soon, and our blockade should keep them from setting up any industry until then.)
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1514 on: November 19, 2017, 06:08:16 pm »

huh. Another question though, if thier super skiffs use broadsides, how can they fire while advancing on our ships at the same time? Shouldn't they have to be parallel to our ships to fire on them?

After all, thats exactly what we designed the viper to avoid...

(also, woo! we have arial control! We should be able to reinforce soon, and our blockade should keep them from setting up any industry until then.)

Forward angling of the guns, and traveling along the opposite direction of your fleet at an offset. They aren't diving directly through your formation.
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