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Author Topic: Arms Race: War of the Cinder Spires | Spire Wreth  (Read 161778 times)

NUKE9.13

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1425 on: August 16, 2017, 01:20:25 pm »

Quote from: Votes
Plan A:
Plan B:
Plan C:
Plan D: (1) NUKE9.13
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milo christiansen

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1426 on: August 16, 2017, 01:24:34 pm »

Quote from: Votes
Plan A:
Plan B:
Plan C:
Plan D: (2) NUKE9.13, Milo

Plan D sounds good...
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Tack

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1427 on: August 16, 2017, 01:30:42 pm »

I'd like a gauntlet or suppressor around, but it's not overly pressing.
Maybe suppressor fireteams in the pincushion squads?

Quote from: Votes
Plan A:
Plan B:
Plan C:
Plan D: (3) NUKE9.13, Milo, Tack
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NUKE9.13

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1428 on: August 16, 2017, 01:35:41 pm »

Actually, I also wouldn't mind doing 3/4 squadsworth of Pincushions, and 1/4 gauntlets. There are some situations where a gauntlet is needed, and having a few in the squad could really help.
Not Suppressors, though. They're only slightly better than Pincushions.
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Tack

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1429 on: August 16, 2017, 01:49:22 pm »

If we field them they might think they have a dice advantage.
How neat would that be.
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johiah

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1430 on: August 16, 2017, 03:23:14 pm »

Def to plan d, but on phone.
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Jilladilla

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1431 on: August 16, 2017, 05:55:24 pm »

Alright, awake now, I see that Plan D is winning, but can we come to a consensus on what tactic the Windrider will use? I was at a loss when I wrote that up, after all.

And don't forget the Subvote for whether the BLOCK should be distributed throughout or concentrated on Squad 3E's fireteam. (Considering the fireteam is also responsible for the PLACE, I'm leaning towards distributed.)
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1432 on: August 16, 2017, 06:47:37 pm »

Three Captains

The Windrider and its escort is able to leave the Three Captains space without incident and meet up with the Herbie, escorting it back to the Three Captains area.

All remains quiet, and the Herbie is able to safely deliver much needed reinforcements.

Inside the Spire

The reinforcements, the second PLACE, and the poisoned bolts firmly turn the tide of battle. Kasgyre definitely reinforced last year, but they brought nothing new to the table. Their additional men mean little against the weight of the PLACE, not when their crossbows take a minute to reload between shots, and their gauntlets are two scattered to return dense fire. Their encircling tactics meet with barricades and the second PLACE cannon. When they strike softly at the flank, their met with a hail of bolts which reduce them to screaming, crawling, invalids. When they strike hard, the second PLACE is pushed into position and they are repulsed with a single shot.

This is not to say the battle is without casualties, but they are minor. The BLOCKs are quite effective, though the Kasgyrite crossbow is capable of propelling a bolt through single layer planks up to a surprising distance, and after two marines leaning against mobile fortifications were stapled to the wooden cover by means of their skulls, all soldiers have been ordered to NEVER lean against cover.

Kasgyrites have the advantage when it comes to standard issue weapons shooting for accuracy, distance, and power, but they can't make an effective press against our poison bolts, and they fire too slowly to effectively reduce defenders before the second PLACE can be moved into position.

While the casualties we're able to inflict on them are nothing spectacular, they are usually able to recover individuals wounded by crossbow bolts, we are steadily pushing them back. Regardless of their numbers, we will gain territory next round if nothing changes.

Confirmed Kills About a squad's worth of men
Losses Squad D.

Kasgyre has neither gained nor lost ground



The Verdant Vista

Enemy skiffs have been sighted in the area, attacking resources transports. Their total number is as yet unknown, but two have been brought down by the Spire's defensive cannons. However, they have managed to destroy several transports, including a primary and secondary paperwork shipment (though not the triplicate shipment, thank heaven), and one rather large shipment of wood.

The Verdant Vista will supply 5 less wood this turn.



Spire Wreth

Two additional squads have marines have been trained and stand ready, and two more skyskiffs have been put into service.



Event: Star-Crossed Lovers

A tactician of Wreth, well liked and known to be a woman of both keen mind and precise manner, has recently tendered her
 triplicate resignation. She has admitted, of her own free will, that she had met and fallen in love with a man of Kasgyre years before the beginning of the war. Even after the events of the war, they've kept up a relationship via letter, both hoping for a resolution to the war that will let them be together once more. However, she recently learned that (by strange and twisted fate) her love is also a tactician, on the side of Kasgyre.  She speaks highly of him as a man of decency and integrity, and they've both agreed that the only proper thing to do is to resign their posts and sail off to a quiet horizon. She has enough money to purchase a small vessel for herself, and requires no aid from the government, but as a proper citizen of Wreth, she asks for the blessing of the authorities to leave Spire Wreth, as she no longer believes herself able to perform her role in good faith.

What do you do?
A. Give her your blessing.
B  Imprison her.
C. Arrange a rendezvous in order to capture the Kasgyrite tactician and gain their knowledge.

Now, Kasgyre has the male version of this challenge, and the results of your actions are dependent on both of your actions.

AA: Both empires gain the Lines We Do Not Cross modifier for three years, granting an extra die every year.
AB: The empire who chose B gains nothing, but the empire that chose A gets the Lines We Do Not Cross modifier for five years.
AC: The empire that chose A gains nothing, but the empire that chose C gets complete knowledge of the enemy's current fleet composition and position, and knowledge of all designs and revisions made in the years 358 and 359.
BB: Neither empire gains anything.
BC: The empire that chose C gains nothing, but the empire the chose B gains the Justified modifier for five years, which improves all resource generation by 5.
CC: Both empires gain the Justified modifier for three years.


It is the beginning of the year 359 AR.

Spire Wreth's production stands at
13/y Crystal, 38/65 Banked
17/y Ore, 25/85 banked
19/y Wood, 68/95 banked
10/y Silk, 40/50 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: 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)

« Last Edit: August 16, 2017, 07:20:03 pm by Draignean »
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johiah

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1433 on: August 16, 2017, 06:56:59 pm »

A.
Her resignation was in triplicate, after all.
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Nirur Torir

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1434 on: August 16, 2017, 07:10:45 pm »

This is kinda dumb. B's success bonus is weak, and it's loss penalty really hurts. A's really nice if it works, and won't really hurt us (in particular) if it fails. C's a failsafe which shouldn't lose, because B is dumb, and doesn't hurt much even if it does.

Edit: Now that we'd lose design and revision information, let's just retaliate for their paperwork pillaging ways.

C
« Last Edit: August 16, 2017, 07:48:04 pm by Nirur Torir »
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milo christiansen

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1435 on: August 16, 2017, 07:15:02 pm »

Our evil GM on the AC choice: "Basically, anything that gets reported this year or last year, they'll see."

So C is the only way.
« Last Edit: August 16, 2017, 07:28:09 pm by milo christiansen »
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1436 on: August 16, 2017, 07:15:10 pm »

This is kinda dumb. B's success bonus is weak, and it's loss penalty really hurts. A's really nice if it works, and won't really hurt us (in particular) if it fails. C's a failsafe which shouldn't lose, because B is dumb, and doesn't hurt much even if it does.

Oh? I was rather happy with this event.
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Nirur Torir

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1437 on: August 16, 2017, 07:16:46 pm »

Oh, it's a cool cruel idea, it's just that B's +10/all resources is weak compared to everything else.
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1438 on: August 16, 2017, 07:17:32 pm »

The night is young. I can sweeten the pot to make it crueler.
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Nirur Torir

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1439 on: August 16, 2017, 07:18:35 pm »

Make it so. A full failure should hurt.
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