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Author Topic: Arms Race: War of the Cinder Spires | Spire Kasgyr  (Read 150267 times)

Kashyyk

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #2535 on: August 04, 2018, 11:59:37 am »

Quote from: Revision Votes (1 die)
(4) Medium Lift Vat Segregation: helmacon, Twinwolf, Jerick, Kashyyk
(2) Schola Communicae: Rockeater, NAV
() Kettlegun Water Pumps :

(5) Stop producing 1 Natalie and 2d4-2 Topaz per turn. Start producing 2 baseline skiffs and 2d6+1d4+1 Topaz per turn: NAV, Kashyyk, Rockeater, Twinwolf, Jerick
(0) Keep producing Natalies:
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NAV

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #2536 on: August 04, 2018, 12:02:04 pm »

Quote from: Revision Votes (1 die)
(5) Medium Lift Vat Segregation: helmacon, Twinwolf, Jerick, Kashyyk, NAV
(1) Schola Communicae: Rockeater
() Kettlegun Water Pumps :

(5) Stop producing 1 Natalie and 2d4-2 Topaz per turn. Start producing 2 baseline skiffs and 2d6+1d4+1 Topaz per turn: NAV, Kashyyk, Rockeater, Twinwolf, Jerick
(0) Keep producing Natalies:
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.

NAV

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #2537 on: August 04, 2018, 12:21:49 pm »

If we switch to Skyskiff Pattern B we can keep our existing Natalies. It costs the exact same as a Natalie, just without the topaz.
Has trim webs making it more maneuverable than a basic skiff, but only produces one per turn. The maximum will be recalculated to 10 when we implement the pattern.
Worth it to keep our 4 Natalies. Not like we really need to make 2 scouts per turn anyway.
Spoiler (click to show/hide)

Quote from: Revision Votes (1 die)
(5) Medium Lift Vat Segregation: helmacon, Twinwolf, Jerick, Kashyyk, NAV
(1) Schola Communicae: Rockeater
() Kettlegun Water Pumps :

(4) Switch to Skyskiff Pattern A: Kashyyk, Rockeater, Twinwolf, Jerick
(1) Switch to Skyskiff Pattern B: NAV
(0) Keep producing Natalies:
« Last Edit: August 04, 2018, 12:24:15 pm by 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.

Rockeater

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #2538 on: August 04, 2018, 12:27:40 pm »


Quote from: Revision Votes (1 die)
(5) Medium Lift Vat Segregation: helmacon, Twinwolf, Jerick, Kashyyk, NAV
(1) Schola Communicae: Rockeater
() Kettlegun Water Pumps :

(3) Switch to Skyskiff Pattern A: Kashyyk, Twinwolf, Jerick
(2) Switch to Skyskiff Pattern B: NAV, Rockeater
(0) Keep producing Natalies:
[/quote]
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Twinwolf

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #2539 on: August 04, 2018, 12:28:28 pm »

Quote from: Revision Votes (1 die)
(5) Medium Lift Vat Segregation: helmacon, Twinwolf, Jerick, Kashyyk, NAV
(1) Schola Communicae: Rockeater
() Kettlegun Water Pumps :

(2) Switch to Skyskiff Pattern A: Kashyyk, Jerick
(3) Switch to Skyskiff Pattern B: NAV, Rockeater, Twinwolf
(0) Keep producing Natalies:
Logged
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Kashyyk

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #2540 on: August 04, 2018, 12:31:07 pm »


Quote from: Revision Votes (1 die)
(5) Medium Lift Vat Segregation: helmacon, Twinwolf, Jerick, Kashyyk, NAV
(1) Schola Communicae: Rockeater
() Kettlegun Water Pumps :

(1) Switch to Skyskiff Pattern A: Jerick
(4) Switch to Skyskiff Pattern B: NAV, Rockeater, Twinwolf, Kashyyk
(0) Keep producing Natalies:
Logged

Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #2541 on: August 04, 2018, 12:49:45 pm »

Med Lift Vat Segregation
[Efficacy: 5]
The creation of specifically sponsored vatteries is an effective measure in incentivizing vatters to retain their solutions, promising them business. While initial work is focused on making sure that 3C lifts can be grown appropriately and reliably once the formula and protocols are finalized for production. For this purpose, edict works admirably, sharply reducing costs to much more reasonably levels. Unfortunately, while there may be other opportunities for such sponsored vatteries, the realization of them is beyond the scope of the project.

Medium Lift Crystal cost reduced from 12O to 7O.



Spire Kasgyre's Production stands at
12(+12)/y Crystal, 33/125 Banked
12(+2)/y Ore, 14/95 banked
17/y Wood, 17/95 banked
10/y Silk, 20/55 banked

It is now production, deployment, and tactics phase.

Spoiler: Royal 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: August 04, 2018, 03:05:13 pm by Draignean »
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NAV

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #2542 on: August 04, 2018, 01:51:51 pm »



Quote from: Operation Aftershock (work in progress)
Production:
-32 Topaz Grenades (2c 2o)
-2 topaz pistols (2c 2o 2w)
-1 topaz VS core (3c)
-1 topaz S core (6c)

-1 S lift (3c 2o)
-6 reams of webbing (12s)
-2 copper plating (6o)

-1 bronzewood light mobile cover without core (2c, 2o, 4w, 2s)
-8 bronzewood witch-hunters (10w)

Total cost: 18c, 14o, 16w, 14s
Resources left: 15c, 0o, 1w, 6s

Preparation:

Rename the 3 new vipers to Elapidae, Pareidae, and Bolyeriidae.

Equip the Anguis hull with all our stuff in storage and bring her into active service again.
-Normal hull
-6 reams of webbing
-Topaz Med Core
-Small lift
-2 topaz trim webs
-8 trim webs
-2 topaz trim crystals
-1 topaz vanguard cannon (front)
-8 kettleguns (6 front, 2 rear)
-copper plating (front)

Slot topaz VS core into bronzewood light mobile cover.

Split one marine squad in half. Name the half we're sending Cavalry 8.

Equip squads:
Cavalry 6: 4 topaz pistols, 4 bronzewood witch-hunters, 16 topaz grenades
Cavalry 7: 4 topaz pistols, 4 bronzewood witch-hunters, 16 topaz grenades
Cavalry 8 [50%]: Topaz Bronzewood Light Mobile Cover

Deployment:
Boidae and Dionysus use smuggling tactics to sneak away from Blackstone to Kasgyre.

Send a fleet consisting of Elapidae, Pareidae, Bolyeriidae to fight at Blackstone. All of them using escort tactics, focusing on protect the Viperidae first and every other ship second.
The ships already at Blackstone (Viperidae, Jupiter, and 2 Natalies) Wait for reinforcements, then join the battle. Viperidae using solo coordinated fire to maximize damage with its topaz cannons. Jupiter and 2 Natalies using escort tactics, focusing on protect the Viperidae first and every other ship second.

Send 1 Natalie from Kasgyre to scout the path to Unfinished.

Redshirt 1 gets off Ocker.
Load up Ocker with Cavalry 6, 7, and 8. Have it smuggle them to Blackstone.

Cavalry 8 uses Shield Wall tactics to be the best mobile cover operators they can be.
All other squads advance forward using a mix of flanking and defensive fire.
Flanking: Squad A and B, Cavalry 6 and 7.
Defensive fire: Cavalry 1,2,3,4,5, Red Shirt 2.

All marines at Burned Mountain continue defending with Bait and Strike.

My reasoning for pressing the assault this turn is:
1. The odds for this fleet battle are actually better than the last. The last was 2 royal vipers, 3 vipers, and 5 natalies VS 3 windriders and 8 skiffs. Now it's 1 royal viper, 3 vipers, 2 natalies, and 1 battlebarge VS 1 windrider and 5 skiffs.

2. We need to reinforce Blackstone with more marines, grenades, and mobile covers. The sooner we do, the sooner we can push Wreth back. If we don't we risk Wreth bringing more reinforcements and cannons and stomping out our fortifications.

3. Provides a good distraction to allow Boidae and Dionysus to make it home safely.

4. Even if we lose the fleet battle tactically again, it's a strategic victory again because we can reinforce faster than they can.
« Last Edit: August 05, 2018, 11:43:21 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....
The face on the toaster does not look like one of mercy.

Jerick

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #2543 on: August 04, 2018, 02:12:52 pm »

They had more than 3 windriders stationed there a few turns back if I recall. Which means they probably have windriders available to reinforce + anymore they might have built and sent down, so I wouldn't count on us outnumbering this turn.
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NAV

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #2544 on: August 04, 2018, 03:41:37 pm »

They had more than 3 windriders stationed there a few turns back if I recall. Which means they probably have windriders available to reinforce + anymore they might have built and sent down, so I wouldn't count on us outnumbering this turn.
They wasted 3 windriders stupidly attacking our home spire. I doubt they have that much reinforcements. And if they do, another tactical victory for them and another strategic victory for us.
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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.

helmacon

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #2545 on: August 04, 2018, 03:43:58 pm »

I am opposed to us attacking this turn. I believe we ought to wait one more. Or ground forces are more than capable of holding one turn longer.
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NAV

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #2546 on: August 04, 2018, 03:51:14 pm »

We are capable of holding if Wreth doesn't bring any reinforcements or any new siegebreaking tactics. We have no idea if Wreth reinforcements are on the way. I don't want to take that risk. Spending this turn holding ground instead of advancing also puts is behind a turn in recapturing the spire.
« Last Edit: August 04, 2018, 04:15:28 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.

NAV

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #2547 on: August 04, 2018, 08:44:42 pm »

Quote from: Strategy
Operation Aftershock: (1) NAV

Send colony ship to Burned Mountain?
Yes:
No:

I am completely undecided about sending the colony ship.

Also I think I am done the Operation Aftershock writeup.
Main points are:
-Attack Blackstone with Viperidae, 3 PL vipers, 2 Natalies, and Jupiter. Mostly using escort tactic, defending Viperidae which is using coordinated fire.
-Smuggle 2.5 new squads and a mobile cover to Blackstone.
-Advance at blackstone using a combination of defensive fire, flanking, and shield wall.
-Bring Anguis back into service as a Royal Viper.
-Sneak Boidae and Dionysus home.
-Send 1 Natalie scouting to Unfinished.
« Last Edit: August 05, 2018, 09:40:35 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....
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 #2548 on: August 05, 2018, 02:49:04 am »

If we're gonna be sending in squads, I'd rather it be a full squad of 16 rather than 25% of a squad. We can hold onto them and merge them into a surviving squad after the Ground Fight.
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NAV

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #2549 on: August 05, 2018, 08:15:45 am »

If we're gonna be sending in squads, I'd rather it be a full squad of 16 rather than 25% of a squad. We can hold onto them and merge them into a surviving squad after the Ground Fight.
For some reason I derped and thought we had way less marines than we do. The max we can send alongside the mobile cover is 8, so we should send 8. Fixing it.
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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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