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Author Topic: Arms Race: War of the Cinder Spires | Spire Wreth  (Read 159611 times)

johiah

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2535 on: April 05, 2018, 12:57:36 pm »

Quote from: Votes
Plan A: (0)
Plan B: (4) Milo, Andrea, NUKE9.13, Johiah


Art:
Nuke's thing:
Andrea's thing: (3) Andrea, NUKE9.13, Johiah
Does this make my vote invalid?
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2536 on: April 05, 2018, 07:32:47 pm »

The Three Captains

The Crystalclear arrives safely from being recalled from the front, and takes up a position as an observer. The skies look good and clear, and there's a crisp scent in the air when the troop transports from Wreth arrive. The scent of victory.

Inside the Spire

The wave of reinforcements is met with cheers, particularly in their role as relief fighters. Considering that the numerical advantage has just spiked in their favor, the officers forgive a bit of boister on the part of the men before getting the camps back into action.

The first attacks go as expected with the additional pair of rifle squads. The Kasgyrites are brought basically to a halt, and then pushed back further. Their depleted numbers depleted further by rifle fire, they finding themselves unable to advance- which is when the Dragun is fired. The Kasgyrites had turtled up behind their shields and cover devices, content to pick at the Wrethan line with crossbows and aether pistols. The blast of the Dragun, however, breaks their line. How many men are lost to the direct shot and the bronze balls within is unclear, but what is clear is that the choking clouds of sulphur produced force them to the uproot and fall back- leaving dead and dying behind.

The real pain comes in the second wave. The kasgyrites are tired and unprepared, but manage to mount up a fair defense, giving up ground in exchange for keeping themselves alive and popping a few shots off.

The dance repeats, but it doesn't last long. Soon enough one of their portable shield operators gets too damn tired, and it isn't in position when an aetherblast comes in- destroying the mobile shield and opening them to heavier fire.

Things only get worse for them from there. They manage to destroy and sabotage anything useful in their tech, the last remaining solder going out in a blaze of glory from behind a final mobile cover unit.

The tide hasn't just been turned, the Kasgyrite presence appears to have been wiped.

The ECD has proven its usefulness handily, but it still has issues in the field. Notably, it produces an immense cloud of smoke which heats our side disproportionately when we fire aether cannon through it, and it produces deafening sound in close quarters. For most of the men this is merely a distraction on the field. For the gunners, however, it can cause physical damage- as evidenced by the bloody ears and permanent deafness of one operator.

Wreth has Gained Ground at the Three Captains
Confirmed Kills: All remaining Kasgyrites
Losses: Squad SOF, 25% of Squad SOE



The Verdant Vista

The WOSV Deadline and its single skiff encounter the Wrethan fleet around the Verdant Vista, green jewel of the Wrethan territories. From the looks of things, they're moving a substantial portion of the fleet described by the unspecified recon report from the Unfinished. A single Viper, six of their skiffs, as well as a transport and a larger vessel not seen before nor reported by the Unfinished's eyes. Individuals observing from the Verdant Vista by spyglass reported that appears to be only lightly armed, but has the deep belly of a transport, albeit with what must be at least doubled cargo capacity.

The aim of the Kasgyrite fleet, however, doesn't appear to a be a landing- not at the Vista anyway. At their present heading, they're making straight for Spire Wreth.

The Deadline and a single Comet move to intercept, to at least slow the fleet down and gut a few ships.

The Kasgyrite force breaks off from its course to engage, the Viper's frontal guns bearing down on the Deadline, and the Kasgyrite skiffs fanning wide to outnumber and overwhelm. The Kasgyrite approach cuts through what once would have been the edge of Spire Gun range, where cannon shot would only have been able to inflict minimal shroud damage or burn webbing. That, however, was before the Verdant Vista upgraded the bulk of its Spire Guns to EMERALD cannons.

A hail of aetheric shot sidelines the Kasgyrite fleet on approach, pounding shroud as the enemy vessels scramble to adjust heading to account for the unexpected barrage. Accuracy at those ranges is poor, but there are a number of guns firing from the side of the spire. By the time the Wreth fleet enters engagement range, the Kasgyrites have already lost a skiff and have taken a beating from the defense guns.

The Kasgyrite viper does not appear to be equipped with a rapid fire cannon, nor does it appear to be utilizing the empowered cannons they've used to fire golden bolts in the past. If it possesses any advantage over other Kasgyrite ships you've seen, it is in accuracy. Its forward guns have limited tracking, but its rear guns seem capably of adjusting fire to cover skiffs coming in from behind more capably than described previously. This advantage is much more pronounced in their already maneuverable skiffs (which do utilize their golden cannon), which appear to be able to turn guns against a maneuver with both ease and precision.

The Dragun cannon shot is a hit, but one that lodge's in the Kasgyrite vessels frontal armor.  The Kasgyrite vessels appear to forgo more advanced tactics in favor of simply closing distance and engaging in short-range combat, which does complicate matters for the spire gun operators and forces them to check their fire to avoid friendly casualties.

The Comet is lost, burning down a Kasgyrite skiff with it. With four enemy skiffs remaining, and the Viper herself still standing, the Deadline would have had the short end of the stick in an even fight. The improved accuracy of the comets made the AGILE maneuvering basically moot, and the Viper's tactic of spinning to keep the armored head pointed and firing all guns would have still put punishing fire on the Deadline.

EMERALD Spire guns, however, saved the Deadline. The additional fire heaped on the Viper's impressive shroud, as well as the covering shot to drive off skiffs coming about on attack runs, was enough. Sadly, the captain of the Deadline wasn't even the one to bring down the Viper. The Viper had its armored head pointed at the Deadline, determinedly obliterating its web, when a spire salvo ripped apart its unarmored side- almost cutting the ship in half and sending it down to the surface.

At the end of the day, a single Kasgyrite skiff escapes from the firefight, and the two transports appear to have vanished into the mist early in the firefight. Still, that's one Viper and five skiffs, claimed for the glory of Wreth.

Losses: 1 Comet
Confirmed Kills: 1 Viper, 5 skiffs.
Ships Damaged: Deadline: depleted web reserves, Deadline: damage starboard armor 



Kasgyrite Western Spire

With fresh ships replacing old, the bombardment of the Western Kasgyrite spire continues steadily. They put up the best fight they can, but they're running out of good positions. A few comets are lost here and there, but the Windriders take the most dangerous runs, burning down cannon positions and tanking hits. It's a close call once or twice, but the Kasgyrites are unable to make good on the few shroud breaches they manage to inflict.

Losses: 2 comets
Kills:  80% of the Demi-Spires resources for this round, approximately 25% of their defense positions.



The Unfinished

The Skiff at the Wrackspire delivers the report of a man who can no longer trust his eyes. It arrives several days after a bizarre quake was felt throughout spire Wreth, and, if true, offers a surprising explanation.

The skiff arrived to a see a Kasgyrite transport around the area of the Unfinished, with no other ships in the area. Since the transport was holding position in the area, it can be assumed that it had already disembarked any individuals on board. Regardless, the skiff moved to engage in order to at least attempt to deprive Kasgyre of a valuable asset.

He was interrupted on approach by the unimaginably loud sound of stone cracking, akin to a cave-in but as though the entire sky was falling. He then observed cracks forming in the exposed spirestone frame of the Unfinished Spire, and the structure slowly began to lean. It was clear at this point that the transport was putting on emergency speed in order to avoid the falling spire, and the Skiff captain likewise reasoned that the situation was beyond reason and ordered his navigator to rise.

The Unfinished Spire, with its Spirestone frame cracking and falling to pieces, toppled. Earth and dust from below, kicked up by its two mile fall, rose in plumes- obscuring much of the operating aerosphere. The captain reports that from the broken heap of fractured stone that he could still make out from within the shattered mist and blowing dust, came a sort of light- yet it was not light. It spread through the air like shafts of sunlight, but it was as clearly visible against the day as it was against the billowing dust clouds. Its color is left undescribed by the captain, only mentioned when he reports that though he can perceive a color within the light, he cannot describe the color in relation to any other color- he can only note that it is, undoubtedly, a color.

The color rises from the rubble, pulses in the air, and shoots straight-up beyond sight. The captain writes that, even though there was no possible way he could have heard anything above the din and reverberation of falling Spire, he heard a voice crying out that it was 'free at last'.

The letter is signed by the captain, the navigator, and both gunners.

The Unfinished Spire has been destroyed. It is no longer possible to occupy or make landfall. It is still a landmark location for the purposes of Travel lanes.



Spire Wreth

The WOSV Fukutu has been fully commissioned into service, along with 3 additional comets, and two more squads of marines. The Windrider docks have likewise been the subject of number of reinforcement and quality of life upgrades.



Event: The Archangel
Outcome: Loss

As the stained glass window entitled 'Archangel' is unveiled to the public, a bizarre quake shakes the ground- and the window fractures into a thousand pieces. The superstitious among the populace are frightened by the strange event, particularly when no other windows in the building were shattered.



It is the beginning of the year 378 AR.

Spire Wreth's Production Stands At,
13/y Crystal, 48/65 Banked
19(+2)/y Ore, 21/95 banked
19/y Wood, 85/95 banked
10/y Silk, 44/50 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)



« Last Edit: April 06, 2018, 10:41:27 am by Draignean »
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johiah

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2537 on: April 05, 2018, 08:24:50 pm »

So we should definitely do stuff for infantry. Preferably something that ignores shrouds. A ballista that fires clay balls would work, or improving the ECD, or railguns were mentioned in Discord.
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NUKE9.13

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2538 on: April 06, 2018, 12:57:13 am »

:0

Did we actually just do all that?

Also, the captain was seeing octarine, obviously.
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Tack

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2539 on: April 06, 2018, 01:47:41 am »

@Draig
Is fully outfitting TC with docks and guns a passive thing over time or a design?
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NUKE9.13

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2540 on: April 06, 2018, 04:01:34 am »

Anyway, obviously we finish the ECD. We've sent out the prototype, so we couldn't revise it if we wanted to.

Given the remarkable efficacy of even our outdated rifles, the White Powder design suggested earlier might be a good idea. Would also reduce the choking clouds issue of the ECD slightly.

As for our strategy this turn, I guess we should bring the transports back- no need to risk sending transports in against even 25% spire defences (which is what we would be doing if we left them at TC to advance ASAP). I think the news skiffs should stick around Spire Wreth, lest that Kasgyri mystery ship turns out to be a bomber as theorised- if it is capable of high-altitude bombardment, it could cause (minimal) damage to our home spire, which could hurt our industry, or worse, our PLs. A few skiffs should be enough to scare it off, though. Fukutu should head to TC, ready to reinforce the fleet at WKD next turn. I think Crystalclear should actually head back to WKD, as the reduced spire defences shouldn't pose much of a threat to Windriders anymore, and there is a (small) chance that Kasgyr has assembled a fleet capable of- together with 50% defences- doing some serious hurt to 4 Windriders and 5 Comets. An extra Windrider could tip the scales.
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2541 on: April 06, 2018, 10:42:07 am »

@Draig
Is fully outfitting TC with docks and guns a passive thing over time or a design?

Passive. They'll pop up immediately when spire is fully captured, not blockaded, and not contested by marines.

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NUKE9.13

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2542 on: April 06, 2018, 11:53:04 am »

Well, according to the GM on Discord, Kasgyr has got their shit together (maybe getting rekt all over the shop has made them sit up and pay attention), so we should get voting.
I agree that finishing the Aetherforge would be great, and we've been putting it off for ages, but... we are still behind in terms of equipment quality. FL Rifles have proven more useful than I expected, so improving them (and the ECD) would be a good move towards levelling the infantry playing field.

Quote from: Votebox
1 die to ECD (2C, 6O, 4W): (1) NUKE9.13

White Powder (3 dice): (1) NUKE9.13

Save 1 die: (1) NUKE9.13
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andrea

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2543 on: April 06, 2018, 12:10:13 pm »

me, I would prefer going for aether forge progress. Can't field rifles without ore, after all! And I dislike having unfinished projects.

The saved dice, I plan to spend on ECD cheapening, so we can get an extra one. All in preparation for a massive attack at the demispire next turn. I may be convinced to go for white powder, if I also get a promise to allocate enough dice to finish it next turn so that it can be deployed.

Quote from: Votebox
1 die to ECD (2C, 6O, 4W): (2) NUKE9.13, Andrea

White Powder (3 dice): (1) NUKE9.13
Aether forge - 3 dice : (1) Andrea

Save 1 die: (2) NUKE9.13, Andrea

10ebbor10

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2544 on: April 06, 2018, 12:35:19 pm »

Quote from: Votebox
1 die to ECD (2C, 6O, 4W): (2) NUKE9.13, Andrea

White Powder (3 dice): (2) NUKE9.13, 10ebbor10
Aether forge - 3 dice : (1) Andrea

Save 1 die: (2) NUKE9.13, Andrea
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Madman198237

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2545 on: April 06, 2018, 12:36:53 pm »

Quote from: Votebox
1 die to ECD (2C, 6O, 4W): (3) NUKE9.13, Andrea, Madman

White Powder (3 dice): (2) NUKE9.13, 10ebbor10
Aether forge - 3 dice : (2) Andrea, Madman

Save 1 die: (3) NUKE9.13, Andrea, Madman
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andrea

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2546 on: April 06, 2018, 12:44:54 pm »


Quote from: Votebox
1 die to ECD (2C, 6O, 4W): (3) NUKE9.13, Andrea, Madman

White Powder (3 dice): (3) NUKE9.13, 10ebbor10, Andrea
Aether forge - 3 dice : (1) Madman

Save 1 die: (3) NUKE9.13, Andrea, Madman


People seem to like the idea of a fast white powder, so I shall switch

milo christiansen

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2547 on: April 06, 2018, 01:18:19 pm »

Quote from: Votebox
1 die to ECD (2C, 6O, 4W): (4) NUKE9.13, Andrea, Madman, Milo

White Powder (3 dice): (4) NUKE9.13, 10ebbor10, Andrea, Milo
Aether forge - 3 dice : (1) Madman

Save 1 die: (4) NUKE9.13, Andrea, Madman, Milo
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2548 on: April 06, 2018, 04:22:34 pm »

Eastern Cave Dragun
Progress: 14/10 (5)
The last few issues with the Eastern Cave Dragun have been ironed out, and she's ready for production whenever the military needs a cave filled with smoke, sound, sulfur, and death.

White Powder
[Time: 6 Progress: 2 Cost: 2]

There are many reasons the Wrethan engineers are anxious to get from one end of the project to the other. The reasons given in official documents are patriotism, devotion to science, and a need to give the soldiers in the field safer compounds for already dangerously unsafe weapons. In reality, the engineers don't want to have the intermediary stages in their lab any longer than is strictly necessary. Project auditors have a particularly watchful eye on the project after an early experiment result in requisitions for a prosthetic arm and two new laboratory assistants- none of which come cheap.

White Powder: 2/12 | 4 ore + 3 wood | Nothing invested | Rushed 0 times

Prototype
[Efficacy: 1 Cost: 3 Bugs: 6]

The produced prototype that the engineers are trying to achieve is... underwhelming. It is a powder, and it is white, and it does burn. However, the impurities introduced in the process are many. The claims of a 'smokeless' product are quickly downplayed, and it rapidly becomes clear that this new powder is only a slight step up in that department. In its corrosion of the barrel innards, it's likewise completely underwhelming, showing a barely significant decrease in wear when fired from the testing rifles.

Prototype Bonus: High Energy Chemistry: Your knowledge of high-energy chemistry will improve substantially. This provides no direct benefit by itself.

Completion Bonus: White Powder: The underwhelming outcome of the engineer's work on creating a better form of gunpowder. It's stable, and it's functional as gunpowder, but it's only marginally better than standard powder in terms of corrosive properties and production of smoke.




Spire Wreth's Production Stands At,
13/y Crystal, 48/65 Banked
19(+2)/y Ore, 21/95 banked
19/y Wood, 85/95 banked
10/y Silk, 44/50 banked

It is now the revision phase. You have 1 die 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)



« Last Edit: April 06, 2018, 04:46:04 pm by Draignean »
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milo christiansen

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2549 on: April 06, 2018, 04:46:17 pm »

Revision for use in a turn or two:
Quote from: White Powder Quality Control
A review of the production facilities for the new "white powder" has revealed inexcusable lack of quality control. Powder batches are often contaminated with residues from black powder manufacturing, and substandard materials are sometimes used by powder mill workers who view this "newfangled gun-sugar" as a waste of time.

New procedures are to be instituted to ensure that the white powder is not contaminated, and a small auditing team added to ensure that workers do not skip critical steps or slack on the required work. This should ensure that the promising laboratory results can be realized in the main manufacturing runs.
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