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Author Topic: Arms Race: War of the Cinder Spires | Spire Wreth  (Read 161813 times)

NUKE9.13

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1395 on: August 15, 2017, 06:47:35 am »

That might make more sense, yeah. Although, I'm not sure a revision would be enough to expand our docks a meaningful amount?
Draignean has said before that upgrading our infrastructure is a big, long-term project. Worthy of a design, even just to increase the amount of Skiffs we can produce. Docks capable of constructing even Small ships (as opposed to Very Small Skiffs) would require multiple designs.

I say we do Barricades, Tactics, Poison, and bank the last die for now.
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Tack

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1396 on: August 15, 2017, 07:20:48 am »

Yeah, I'll agree to that.
Still iffy on poison, but nothing is too brutal for the motherspire.
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NUKE9.13

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1397 on: August 15, 2017, 07:25:39 am »

Quote from: Votes
Die One:
BLOCK: (2) NUKE9.13, Milo
Die Two:
Anti-Flanking: (2) NUKE9.13, Milo
Die Three:
Poisoned Bolts: (2) NUKE9.13, Milo
Die Four:
Save it: (1) NUKE9.13
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10ebbor10

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1398 on: August 15, 2017, 07:25:45 am »

There's another idea that has come up in the Discord.

Spear Formation

When faced with large and heavily shielded ships (example: Kunai), our naval forces will form up in a single line formation headed by the best armored and largest vessel. The formation is led by the captain of the forward ship, who will execute a series of high speed passes. On each pass, every ship will be able to fire it's guns into the same side of the targetted enemy, hopefully quickly overwhelming the Shroud and inflicting serious damage. After each pass, the formation continues until it's out of range of the enemy before making another pass.

The idea is to leverage our entire firepower upon a single enemy target in as short a timespan as possible to ensure it's swift destruction. Meanwhile the enemy will be strictly limited in the amount of firepower they can deploy because our ships pass by at high speed and pass out of range swiftly. If, as the strategy intends, they fire upon the first ship, then their guns will not have yet reloaded by the time the last ship has passed.

Edit : Basically, during the last battle both enemy ship's shields failed shortly after one another. This indicates we spread fire between the two. If we had concentrated fire, we could have destroyed one, then overwhelmed the other. The rest of the tactic focuses on using our higher speed to zoom past the enemy.  This negates their maneuverability advantage in favor of our speed advantage.
« Last Edit: August 15, 2017, 07:30:25 am by 10ebbor10 »
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Jilladilla

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1399 on: August 15, 2017, 08:03:54 am »

Quote from: Votes
Die One:
BLOCK: (3) NUKE9.13, Milo, Jilladilla
Die Two:
Anti-Flanking: (3) NUKE9.13, Milo, Jilladilla
Die Three:
Poisoned Bolts: (3) NUKE9.13, Milo, Jilladilla
Die Four:
Spear Formation: (1) Jilladilla
Save it: (1) NUKE9.13
We should probably specify what we're aiming for with the poison, instead of leaving it like it is?
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Madman198237

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1400 on: August 15, 2017, 08:43:35 am »

Quote from: Votes
Die One:
BLOCK: (4) NUKE9.13, Milo, Jilladilla, Madman
Die Two:
Anti-Flanking: (4) NUKE9.13, Milo, Jilladilla, Madman
Die Three:
Poisoned Bolts: (4) NUKE9.13, Milo, Jilladilla, Madman
Die Four:
Spear Formation: (1) Jilladilla
Save it: (2) NUKE9.13, Madman
I think that this gives us the best bet at beating the enemy.

The trick is going to be getting the poison bolts to the spire fast enough.
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10ebbor10

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1401 on: August 15, 2017, 09:10:12 am »

Quote
Die One:
BLOCK: (4) NUKE9.13, Milo, Jilladilla, Madman
Die Two:
Anti-Flanking: (4) NUKE9.13, Milo, Jilladilla, Madman
Die Three:
Poisoned Bolts: (4) NUKE9.13, Milo, Jilladilla, Madman
Die Four:
Spear Formation: (2) Jilladilla, 10ebbor10
Save it: (2) NUKE9.13, Madman
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milo christiansen

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1402 on: August 15, 2017, 09:12:34 am »

Quote
Die One:
BLOCK: (4) NUKE9.13, Milo, Jilladilla, Madman
Die Two:
Anti-Flanking: (4) NUKE9.13, Milo, Jilladilla, Madman
Die Three:
Poisoned Bolts: (4) NUKE9.13, Milo, Jilladilla, Madman
Die Four:
Spear Formation: (2) Jilladilla, 10ebbor10
Save it: (3) NUKE9.13, Madman, Milo
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Jilladilla

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1403 on: August 15, 2017, 10:28:56 am »

Quote from: Votes
Die One:
BLOCK: (4) NUKE9.13, Milo, Jilladilla, Madman
Die Two:
Anti-Flanking: (4) NUKE9.13, Milo, Jilladilla, Madman
Die Three:
Poisoned Bolts: (4) NUKE9.13, Milo, Jilladilla, Madman
Die Four:
Spear Formation: (2) Jilladilla, 10ebbor10
Save it: (3) NUKE9.13, Madman, Milo

Restored the links. No other changes.
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Madman198237

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1404 on: August 15, 2017, 11:34:28 am »

Boom and Zoom
Using its dedicated lift core, the Windrider can get tremendous vertical lift. Use in combat can be tricky, but the captain will be instructed to dive, striking the enemy with blasts from every available gun, before streaking past and doing an immediate crash jump to higher altitude using the lift and trim crystals, before diving again from a different direction.

Quote from: Votes
Die One:
BLOCK: (4) NUKE9.13, Milo, Jilladilla, Madman
Die Two:
Anti-Flanking: (4) NUKE9.13, Milo, Jilladilla, Madman
Die Three:
Poisoned Bolts: (4) NUKE9.13, Milo, Jilladilla, Madman
Die Four:
Spear Formation: (2) Jilladilla, 10ebbor10
Boom and Zoom: (1) Madman
Save it: (2) NUKE9.13, Milo
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milo christiansen

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1405 on: August 15, 2017, 11:36:04 am »

Quote from: Votes
Die One:
BLOCK: (4) NUKE9.13, Milo, Jilladilla, Madman
Die Two:
Anti-Flanking: (4) NUKE9.13, Milo, Jilladilla, Madman
Die Three:
Poisoned Bolts: (4) NUKE9.13, Milo, Jilladilla, Madman
Die Four:
Spear Formation: (2) Jilladilla, 10ebbor10
Boom and Zoom: (2) Madman, Milo
Save it: (1) NUKE9.13
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Jilladilla

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1406 on: August 15, 2017, 11:58:25 am »

Quote from: Votes
Die One:
BLOCK: (4) NUKE9.13, Milo, Jilladilla, Madman
Die Two:
Anti-Flanking: (4) NUKE9.13, Milo, Jilladilla, Madman
Die Three:
Poisoned Bolts: (4) NUKE9.13, Milo, Jilladilla, Madman
Die Four:
Spear Formation: (1) 10ebbor10
Boom and Zoom: (3) Madman, Milo, Jilladilla
Save it: (1) NUKE9.13
It's no Line Ahead tactic, but it would be more viable in keeping the Windrider out of harms way, what with this exploiting the fact that the Kunai can't point straight up (yet), and the Windrider's absurd vertical speed.
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Tack

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1407 on: August 15, 2017, 12:49:49 pm »

Quote from: Votes
Die One:
BLOCK: (5) NUKE9.13, Milo, Jilladilla, Madman, Tack
Die Two:
Anti-Flanking: (5) NUKE9.13, Milo, Jilladilla, Madman, Tack
Die Three:
Poisoned Bolts: (5) NUKE9.13, Milo, Jilladilla, Madman, Tack
Die Four:
Spear Formation: (1) 10ebbor10
Boom and Zoom: (4) Madman, Milo, Jilladilla, Tack
Save it: (1) NUKE9.13
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1408 on: August 15, 2017, 01:31:01 pm »

Alright, I'm going to grab something to eat, and when I come back I'll lock in revisions and start the write-up.
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1409 on: August 15, 2017, 04:45:05 pm »

BLOCK
Efficacy: 4
The BLOCK system, despite reading like an engineer's excuse for having a bender and coming up with a project report while hung-over with three hours left on his deadline, is actually quite effective. Basically, it gives a fireteam a couple hundred pounds of wood, mallets, and enough nails to build a small house. It also includes a brief primer on how to hit said nails with the hammer in order to stick boards together. It's pretty effective, though very heavy when carried by a single fireteam, and still slightly burdensome when spread out to a squad.

There's also a couple snide remarks about how it might be better to just send the engineers into battle, instead of giving the tools to soldiers, but whoever heard of such a ridiculous thing as combat engineers?

BLOCK: 4 Wood. Provides a single fireteam with enough wood and building materials to put up very light fortifications, block off tunnels, and build very (very) simple structures in the field. Encumbers one fireteam heavily, or can be spread out to slightly slow down an entire squad.


Anti-Flanking
Efficacy: 4
Developed in tandem with the BLOCK system, the Anti-Flanking tactics work quite well. Though they contribute very little to a group's forward fire, squads assigned to guard the flanks and rear are able to throw up light mobile cover and can protect the main group from light presses as well as buy time to re-orient men to face stronger assaults.


Poisoned Bolts
Efficacy: 4
First off, there's a lot of dark muttering about the term 'poisoned' bolts from the engineers and the three scribes-of-record. Poison, after all, usually refers to something that's toxic when ingested, as opposed to venom, which is delivered through the blood. Furthermore, grammatically, the name of the project seems to imply that the bolts have been poisoned, they is that they ate the poison and are now affected by it, which isn't true at all either.

Triplicate complaints of the scribes aside, the venom of the surface creatures degrades in efficacy rapidly, and all attempts to stabilize its deadlier forms have thus far failed. It might be a project for another time, but current techniques are sufficient to create a dried paste of a weak form of their toxin, which creates crippling pain and muscle spasms around the impact site. Sadly, there is little long term lethality (unless the victim is allergic, and then you don't want to know what happens), but it's very effective at crippling a soldier during a combat situation.

Envenomed Bolts (Pain): Cost: 2 Wood, 1 Silk for a squad | A cripplingly painful toxin, smeared on bolt-heads and then dried. Little additional lethality, but a small injury can take a Marine completely out of action.


Boom and Zoom
Efficacy: 2
Booming and zooming is a tactic that works quite well with the Vomit Comet, and there's very little ability to test it on the Windrider while she's on the field. However, a correspondence over the months and a single trial maneuver reveals something rather disturbing: Using this tactic nearly doubles the rate of true overloads that afflict her gunnery banks, and she came within a hairsbreadth of popping a trim crystal when testing the maneuver. Normal skiffs also have a bit of trouble, as focusing all power to the lift crystals reduces their ability to juke by a bit, and tests show they're a bit easier to hit on average.

Overall, the tactic is reasonably more effective than just going up and shooting the enemy in a furball, but it will only remain so while the ships using it maintain the advantage in overall speed and particularly in climbing speed.



It is now the production, deployment, and tactics phase.



Spire Wreth's production stands at
13/y Crystal, 27/65 Banked
17/y Ore, 15/85 banked
19/y Wood, 95/95 banked
10/y Silk, 37/50 banked

Spoiler: Projects (click to show/hide)



Spoiler: Map (click to show/hide)

Spoiler: Ships (click to show/hide)

Spoiler: Infantry (click to show/hide)

Spoiler: Misc. Goods (click to show/hide)


Current Technology

Spoiler: Tech (click to show/hide)

Spoiler: Tactics (click to show/hide)

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