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Author Topic: Arms Race: War of the Cinder Spires | Spire Kasgyr  (Read 150317 times)

Rockeater

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #2415 on: May 18, 2018, 03:52:30 am »

We could save this ore and get more grenades next round
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NAV

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #2416 on: May 18, 2018, 07:32:35 am »

I agree with Rockeater. The lead shot won't make enough difference to justify sending less grenades.
« Last Edit: May 18, 2018, 07:43:57 am 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....
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #2417 on: May 19, 2018, 01:44:49 pm »

Burned Mountain

No invasion comes, but the ship(s) don't leave either. A watch posted at the door also spots a skiff outside, and the ground captain is forced to conclude that she has no idea how many ships there are, or what they're doing. It is, however, still definitely suicide to attempt to send colonists.




Blackstone

Sneaking into the Blackstone is, once more, an exercise in fervent prayer. The Ocker runs at night, and trusts its paint to keep it safe from prying eyes. The Wrethans, however, seem to have bulked up the number of skiffs keeping an eye on the Spire.  The Ocker doesn't have the opportunity to get an accurate count, but there's a lot of little islands of light floating around the spire.

The Ocker does eventually find harbor, but the captain still advises caution in sending more ships. If they were spotted, even for a moment, there are enough ships in the area to lay waste to a transport before it could manage to make a full dive into the mist.

Inside the Spire
Inside the Spire, things are surprisingly worse.

The men to replace losses are helpful, but the Wrethans have gotten smart after the ambushes burnt their hands last time. They've finally resorted to using scouts, and damn good ones at that. Armed with rifles, they're not the best in a straight fight against men with much faster firing gauntlets or against rushes of men with melee weapons, but they're skilled at identifying traps and ambushes ahead of time. Thus, while they're generally either outgunned or overwhelmed when fought, they rob much of the teeth from the prepared bait and strike tactics.

The bulk of the Wrethans, now operating as a single unit after the disaster with their rotating unit, also take a bit more caution. They've reinforced, bringing in additional squads with more rapidfire crossbows, two more aetheric cannons, and their portable barricade kits. Part of their unit is always focused on protecting their flanks, while another keeps moving steadily forward from one defensible position to the next.

With their scouts running ahead, the current tactics lose much of their effectiveness. We kill a number of their scouts, and our camouflage allows us to still pull of a few strikes, but their balanced defense makes our skirmishing largely ineffective. We end up trading losses while they still gain ground, and they show no signs of stopping. The next battle, or battles, will be a meat grinder depending on our actions, and the Captain on the ground advises strongly against trying to keep up the current pattern of bait and strike.

Kills: Approximately one squad of Wrethans
Losses: 75% of Redshirt 1



Spire Kasgyre

We've been had.

The Wrethan's sent a ship in on a suicide run. One of their Windriders charged the Spire, no guile or attempt at subterfuge, just an insane attack. A barrage of Lance fire from our upgraded defensive batteries obliterated its frontal shroud and reduced the ship within to cinders on the alpha strike, and the incident was logged as some peculiar form of Wrethan arrogance or insanity.

Until two skiffs on patrol discovered a second Windrider, carefully flying behind cloudcover just outside of our Lance range. They've been watching us, though for how long is up for debate. They likely sent vessels against us on specifically suicidal missions, attempting to learn the capabilities of our new weapons.

The pair of skiffs were destroyed by the vessel, dueling outside the range of Spire Kasgyre, and the three new Vipers arrived too late to save them. However, the skiffs did succeed in doing enough webbing damage to prevent the Windrider from fleeing, forcing it into outnumbered combat. At that point, victory was the only possible outcome for our fleet, and our new Vipers became blooded as they tore apart the Wrethan vessel that had dared to spy upon our home.

Kills: 2 Wrethan Windriders
Losses: 2 Natalies



Event Outcome: Victory. You will gain an additional 2 dice per turn for 3 years.



It is now the beginning of the year 382 AR.

Spire Kasgyre's Production stands at
12(+12)/y Crystal, 24/125 Banked
12(+2)/y Ore, 15/95 banked
17/y Wood, 17/95 banked
10/y Silk, 10/55 banked

It is now the design and project maintenance phase. You have 7 dice to spend.

Spoiler: Imperial Topaz (click to show/hide)



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)



« Last Edit: May 19, 2018, 02:19:04 pm by Draignean »
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NAV

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #2418 on: May 19, 2018, 03:07:43 pm »

Quote from: Medium Lift Crystal (Banelord's Writeup)
Newly designed, though long envisioned by R&D, is the Composite Conglomerate Lift Matrix, shortened to the 3C array. Based on long known but only recently explored and studied crystal communication and sympathetic nature. Based on a scaled down idea similar to the grandmother spark, the array consists of 3 simultaneously grown lift crystals, each attuned to the others at various points through the growing process to ensure connection. They are then place together in a final mineral vat, and slowly heated together to form a precise tri-union of centre crystals. This sympathetic union along the three crystals creates both a certain degree of redundancy as well as the same communicative effect our engineers have much practical experience in dealing with. 

Our engineers are excited about this design as it allows more lift through a ship, and offers more chance to deal with the mythical ship soul. Our science teams are similarly excited to examine even more sympathetics in crystals and potentially unusual or unknown side effects to further develop, as with the original grandmother spark. The name now more apt than ever, the original  pre-prototype grandmother spark still sits above the engineers test hangar, supposedly guiding the teams, but mostly acting as an an inspirational tool to such patriotic and superstitious men and women.

Quote from: Design phase (7 dice)
Medium lift crystal (3 dice) + save 4 dice: [1] NAV

It will significantly improve the performance of our vipers, and it is a necessary step to designing larger ships.
« Last Edit: May 19, 2018, 03:28:22 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.

Kashyyk

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #2419 on: May 19, 2018, 05:15:51 pm »

Quote from: Imperial Marine Armoury
Arming our marines is expensive. The current siege of Blackstone makes this painfully obvious. Dedicated manufacturing is needed. Thus, the Imperial Marine Armoury is born. Specialist craftsmen, from bronzeworkers to crystalwrights, are to be connected in to provide a standard set of infantry equipment, in much the same way as the Imperial Navy is now produced. The armoury should be able to provide at least 150 production per year, with an ideal of 200, focusing entirely on infantry equipment. Ships and mobile covers are outside of it's purview.

I highly recommend we get this. If we can sustain the war without continually expending resources, we will have a massive r&d advantage over Wreth.

Quote from: Design phase (7 dice)
Medium lift crystal (3 dice) + save 4 dice: [1] NAV
Imperial Marine Armoury (3 dice, +1 time, +1 cost) +save 2 dice: [1] Kashyyk
« Last Edit: May 19, 2018, 05:29:07 pm by Kashyyk »
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NAV

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #2420 on: May 19, 2018, 05:46:12 pm »

Quote from: Design phase (7 dice)
Medium lift crystal (3 dice) + save 4 dice: [1] NAV
Imperial Marine Armoury (3 dice, +1 time, +1 cost) +save 2 dice: [2] Kashyyk, 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.

Doomblade187

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #2421 on: May 19, 2018, 08:36:26 pm »

Quote from: Design phase (7 dice)
Medium lift crystal (3 dice) + save 4 dice: [2] NAV, Doomblade
Imperial Marine Armoury (3 dice, +1 time, +1 cost) +save 2 dice: [2] Kashyyk, NAV

However, I want to use two revision dice to revise out a man-portable cannon. Preferably a Lance. But we need at least two conventional (or 1 Lance) to fight Wreth.
« Last Edit: May 19, 2018, 09:37:13 pm by Doomblade187 »
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Kashyyk

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #2422 on: May 19, 2018, 11:21:08 pm »

I do not believe that a man-portable cannon is revision level. A small project yes, but not a revision. We're talking about scaling down a cannon, as well as adding a miniature power and propulsion system more commonly used in airships. That is too much for a revision and I don't want to waste dice proving it.
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helmacon

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #2423 on: May 19, 2018, 11:38:52 pm »

Quote from: Design phase (7 dice)
Medium lift crystal (3 dice) + save 4 dice: [3] NAV, Doomblade, helmacon
Imperial Marine Armoury (3 dice, +1 time, +1 cost) +save 2 dice: [2] Kashyyk, NAV
AIM (1 dice) [1]: helmacon

I agree with kashyyk on the cannon.
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Kashyyk

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #2424 on: May 20, 2018, 12:34:17 am »

Quote from: Design phase (7 dice)
Medium lift crystal (3 dice) + save 4 dice: [2] NAV, Doomblade
Imperial Marine Armoury (3 dice, +1 time, +1 cost) +save 2 dice: [2] Kashyyk, NAV
Medium lift crystal (3 dice) + AIM (1 dice) + save 3 dice [1]: helmacon

Did you mean that helmacon?
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helmacon

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #2425 on: May 20, 2018, 02:19:30 am »

Quote from: Design phase (7 dice)
Medium lift crystal (3 dice) + save 4 dice: [2] NAV, Doomblade
Imperial Marine Armoury (3 dice, +1 time, +1 cost) +save 2 dice: [2] Kashyyk, NAV
Medium lift crystal (3 dice) + AIM (1 dice) + save 3 dice [1]: helmacon

Did you mean that helmacon?

I suppose I did. Man, It's been a while since we got to vote on the project phase. :D

Thanks!
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Rockeater

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #2426 on: May 20, 2018, 03:50:39 am »


Quote from: Design phase (7 dice)
Medium lift crystal (3 dice) + save 4 dice: [2] NAV, Doomblade
Imperial Marine Armoury (3 dice, +1 time, +1 cost) +save 2 dice: [3] Kashyyk, NAV, Rockeater
Medium lift crystal (3 dice) + AIM (1 dice) + save 3 dice [1]: helmacon
I really wants some good way against their canons
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Damnit people, this is why I said to keep the truce. Because now everyone's ganging up on the cats.
Also, don't forget to contact your local Eldritch Being(s), so that they can help with our mission to destroy the universe.

Jerick

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #2427 on: May 20, 2018, 10:23:52 am »

Quote from: Design phase (7 dice)
Medium lift crystal (3 dice) + save 4 dice: [2] NAV, Doomblade
Imperial Marine Armoury (3 dice, +1 time, +1 cost) +save 2 dice: [4] Kashyyk, NAV, Rockeater, Jerick
Medium lift crystal (3 dice) + AIM (1 dice) + save 3 dice [1]: helmacon
It's been so long since we last did a project. I had previously been very much in favour of medium lift (and still am) but considering the long military slog through Wreth ground forces we're looking at in the near future. I think for the moment we should focus on the infantry PL
« Last Edit: May 20, 2018, 12:05:45 pm by Jerick »
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Wizgrot

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #2428 on: May 21, 2018, 02:29:19 pm »


Quote from: Design phase (7 dice)
Medium lift crystal (3 dice) + save 4 dice: [3] NAV, Doomblade, Wizgrot
Imperial Marine Armoury (3 dice, +1 time, +1 cost) +save 2 dice: [4] Kashyyk, NAV, Rockeater, Jerick
Medium lift crystal (3 dice) + AIM (1 dice) + save 3 dice [1]: helmacon

We need revisions if we want to have a chance at holding the fort at Blackstone. At least two dice for a tactic that will let us old the fort, and perhaps revision so we ca have beter shrouds which have been proven as a good way o eal with their cannons. 4 dice is the bare minimum I would go.
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Happerry

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #2429 on: May 21, 2018, 02:40:13 pm »

Quote from: Design phase (7 dice)
Medium lift crystal (3 dice) + save 4 dice: [4] NAV, Doomblade, Wizgrot, Happerry
Imperial Marine Armoury (3 dice, +1 time, +1 cost) +save 2 dice: [4] Kashyyk, NAV, Rockeater, Jerick
Medium lift crystal (3 dice) + AIM (1 dice) + save 3 dice [1]: helmacon
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