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Author Topic: Arms Race: War of the Cinder Spires | Spire Wreth  (Read 161497 times)

10ebbor10

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2730 on: August 03, 2018, 01:06:38 pm »

Remember, they had that boost were they had free rushing

Also, the GM confirmed their PL was bigger than ours.
« Last Edit: August 03, 2018, 01:08:16 pm by 10ebbor10 »
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andrea

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2731 on: August 03, 2018, 01:08:42 pm »

Also keep in mind that the 3 supposedly PL kunai we met this turn were utterly terrible.

Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2732 on: August 03, 2018, 01:59:06 pm »

Grand Wrethan Shipyard
[Time: 5+1 (5,3) Progress: 17 (2+6+3+6)  Cost: 2 (2,2)]

The design of the Grand Wrethan Shipyard brings together the greatest minds of the Engineering Bureau, the most senior of the dockmasters, and the keepers of the fattest coffers in all Wreth. Together, they'll draft, implement, and fund the largest improvement in infrastructure that Wreth has yet seen.

In a small, secret meeting within the depths of the Three Captains, the needs of the Grand Wrethan Shipyard demand the aid of Wreth's unlikeliest ally. The Spider Queen, ancient and shadowed within her web, is met by a group of three engineers to discuss whatever aid she can give to the project.

They engineers return after weeks, demanding blueprint paper and raving of visions they've seen- docks built without builders like frostrime spreading across water, machines and baileys powered by burning filaments of argent light, and sweeping structures of foreign metal ringed by vessels without sail. The documents these engineers create, while thoroughly in need of editing by their saner fellows in order to remove references to metals and processes that don't exist, represent fantastic sources of insight into how the shipyard might be constructed.

The meeting itself goes well enough. The design of the Shipyard is, quite literally, inspired- and time projections look as promising as they could possibly look. The dockmasters, despite the alien elements within the documents, promise a swift initiation and the ability to adapt many existing structures to the new purposes. The only sticking point comes at the purse strings. The new methods of construction and the subtle alieness of the design is enough to unsettle investors, particularly when the engineers are unable to provide adequate explanation for how these new methods were derived or an precedent for their use.

Grand Wrethan Shipyard 17/35 | 10C + 12O + 15W + 5S, +5 From any combination of any resource | Rushed 0 Times | Nothing Invested


Prototype
[Efficacy: 3 Cost: 4 Bugs: 5]

The greatest complaint that one can levy at the Grand Wrethan Docks is that it doesn't quite fit. Its design is thoroughly functional for the creation of additional ships, and its comparatively massive supportive docks and refitting bays promise to produce the largest ships ever conceived, but the gestalt nature of some of its components makes it a bit difficult to extend existing defensive systems over.

The docks are completely functional, and with slightly higher production than expected, but they'll not contribute the defense of a Spire nor go beyond their original intent in any manner. The good news is that, despite the peculiarly architecture of the docks, there don't seem to be any major bugs preventing it from working with any existing patterns or infrastructure projects.

Grand Wrethan Shipyard: A large and slightly alien shipyard, the finest and largest ever conceived by Wrethan engineers. She's a pure shipyard, with no defensive capabilities, but produces a production line that is fully capable of construction and fitting a vessel of up to medium class.
4000 Base points of production cap
500 Base points of production per turn



Spire Wreth's Production Stands At,
13(+1)/y Crystal, 51/70 Banked
19(+8)/y Ore, 58/135 banked
19(+2)/y Wood, 80/105 banked
10(+6)/y Silk, 63/80 banked

It is now the revision phase. You have 0 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: August 04, 2018, 09:27:42 am by Draignean »
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NUKE9.13

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2733 on: August 03, 2018, 03:01:55 pm »

So, I'm going to suggest we actually send some more infantry up to support BS (or defend TC if BS falls next turn somehow). We can afford it, given the surprisingly low cost of the PL.

My proposed loadout is this:
Quote
2 squads with cutlasses, suppressors, and envenomed bolts (12O, 20W, 2S)
2 MOVE-PLACE (4C, 6O, 2S)
3 unarmed squads (loss replacement/SO squads)
---
4C, 18O, 20W, 4S

And next turn, invest 4 dice into the Stormprince, and 1 die into the GWS. Decent chance of finishing the SP, and then the next turn we should be able to afford 4 dice into the GWS, which has a good chance of finishing it. If not, we can afford 1 die per turn after that. I think the extra squads are worth the resource cost, as they basically only cost us 1 die, which we might not even need.
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Madman198237

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2734 on: August 03, 2018, 03:42:17 pm »

In the end, the dice are the only victors.

Actually pretty decent, though we need to consider doing our own defensive innovation---if we make it something that can be expanded to demispires we'll be in an even better place.
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Tack

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2735 on: August 03, 2018, 08:19:03 pm »

I remember when we would have regarded ~50 cows as heinously expensive.

Quote
2 squads with cutlasses, suppressors, and envenomed bolts (12O, 20W, 2S)
2 MOVE-PLACE (4C, 6O, 2S)
3 unarmed squads (loss replacement/SO squads)
---
4C, 18O, 20W, 4S
(2): Nuke, Tack

I’ll remind that the ECD is probably a better fit against their shields
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NUKE9.13

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2736 on: August 04, 2018, 03:45:53 am »

An alternative, which would probably delay the rollout of the GWS by a turn, would be to do 1 die of SP progress next turn, spend 3 dice on Braided Webbing, and use 1 die to do a revision improving the controls of the Stormprince (which you may recall was mentioned as a slight issue). I imagine Braided Webbing would be a fast project, and use mostly if not exclusively silk (which we have plenty of), so we could probably have it done before the GWS. Given that webbing is the Stormprince's primary weakness, delaying deployment by a turn might be worth it in order to equip it with stronger, denser Braided Webbing.

Quote from: Design
Braided Webbing: Webbing. Such a simple thing. Reams of silk that catch the aetherwinds and shunt them into a core crystal. For centuries, it has gone basically unchanged, because why improve on what works well enough?
Today, it does not work well enough. The Stormprince's webbing is too vulnerable. War demands improvement. But how can we improve on such a tried and true concept? What human knows a better way of deploying silk?
It is fortunate, then, that we are not limited to human experience. We've sent our weavers to Three Captains, to visit Spiderfriend, and learn from her web-weaving techniques unlike anything we've seen before.
Those who survived the experience with intact sanity have returned to us a proposal for 'Clk clk kshh clk tik', or 'Braided Webbing' in human parlance. By carefully weaving several strands of webbing around each other, we can improve on basic webbing in two ways: firstly, the braids are stronger than individual strands, and are capable of withstanding greater damage; secondly, as aether is siphoned in a twisting motion down the braids, it causes sympathetic currents in the surrounding aether that draws it towards the webbing, thereby increasing the yield per section of webbing. There is a downside, in that this technique requires greater quantities of silk in order to create a single section of webbing, though this is partially offset by the reduced amount of webbing required.
Our tentative goal is that ships using Braided Webbing would require ~33% less sections of webbing, and that webbing should be 50% more durable.
Quote from: Revision
Galvanometers: We've heard our engineers' concerns regarding the lacklustre state of the Stormprince's current controls. Whilst we don't have time to completely redesign the control system, we don't want to deploy the pinnacle of Wrethian engineering with ineffective controls either.
The primary complaint is that with so many crystals to keep track of, it's hard for our engineers to remember what the status is of all the switches and dials at their disposal, and manipulate them all precisely. An engineer looking after a dozen crystals might be able to memorise their status, and know exactly how far to turn a dial to get it to do what it needs to do, but when half a dozen engineers are running around looking after almost 100 different systems, confusion is bound to arise.
What they need is feedback- the ability to tell at a glance what's happening with a given circuit. Our work with magnetic coils has proved invaluable here, as by making a very small coil attached to a spring and suspended between two magnets, we can create a device that measures electrical currents- attach a needle to it, and you've got yourself a display that provides instant feedback. By installing these 'Galvanometers' on important systems, our engineers will have a much easier time controlling the ship.



E: Meanwhile, a plan:

Quote from: Plan A
Production:
2 squads worth of Suppressors (8O, 16W)
2 squads worth of Envenomed Bolts (4W, 2S)
2 squads worth of Bronze Cuttlasses (4O)
2 MOVE-PLACE (4C, 6O, 2S)
---
4C, 18O, 20W, 4S

Name the new Windrider "Papertrail"


Ships:
Windriders Vicious Quill and End of the Road (@TC): Move to BS, tactic Dogpile

Windrider Longlast (@BS): Transfer webbing to damaged Comets. Move to HM.
Windrider Payoff (@BS): Tacic Dogpile
4 Comets @BS (incl 2 w/ depleted webbing): Tactic SWARM
1 Comets @BS: Tactic High Vigil
2 Comets @BS: Tactic Mistwatch

Transport Marge (@BS): Move to HM
Transport Shibboleth (@BS): Move to TC, load 2xMOVE-PLACE, move to BS, unload.

Transport Imafuku (@HM): Move to Wreth, load Squads SOA & SOB & SOC, move to HM.
Transport Ledger (@Wreth): Load Squads A & B (and their equipped MOVE-PLACEs), move to TC.

Windrider Formal Notice (@Wreth): Move to TC, tactic Boom & Zoom.
2 Meteors @Wreth: Move to TC, tactic SWARM

Windrider Deadline (@BM): Transfer spare webbing to damaged Comet. Tactic Boom & Zoom
1 Comets @BM (w/ depleted webbing): Tactic SWARM
1 Comet @BM: Tactic Mistwatch


Infantry:
@Wreth:
New Squads A & B: Equip Suppressors, Envenomed Bolts, Cuttlasses, one MOVE-PLACE each. Load onto Transport Ledger.
New Squads SOA, SOB, SOC: Load onto Transport Imafuku

@TC:
Squad G & SOE: Unequip one MOVE-PLACE each, to be loaded onto Transport Shibboleth.

@BS:
Squads D & E: Anti-Flanking
Squads L & J: Advanced Navigation
Squads F & H: Equip one MOVE-PLACE each from Shibboleth. Tactic CCC.
Squad I: Tactic CCC.

E: Checked with Draignean, we can't transfer webbing from PL Windriders. Edited accordingly.
« Last Edit: August 05, 2018, 06:03:52 am by NUKE9.13 »
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2737 on: August 04, 2018, 12:51:13 pm »



Spire Wreth's Production Stands At,
13(+1)/y Crystal, 51/70 Banked
19(+8)/y Ore, 58/135 banked
19(+2)/y Wood, 80/105 banked
10(+6)/y Silk, 63/80 banked

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

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)



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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2738 on: August 04, 2018, 09:55:48 pm »

Quote from: democracy is easy in a vacuum
Plan A: (1) Tack
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milo christiansen

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2739 on: August 05, 2018, 02:13:03 am »

Quote from: democracy is easy in a vacuum
Plan A: (2) Tack, Milo


Looks Ok, lets get to the interesting part.
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NUKE9.13

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2740 on: August 05, 2018, 07:56:31 am »

Quote from: Plan B
Production:
1 squads worth of Flintlock Pistols (8O)
1 squads worth of Flintlock Rifles (12O)
2 squads worth of Bronze Cutlasses (4O)
1 MOVE-PLACE (2C, 3O, 1S)
1 ECD (2C, 6O, 4W, 1S)
---
4C, 33O, 4W, 2S

Name the new Windrider "Papertrail"


Ships:
Windriders Vicious Quill and End of the Road (@TC): Move to BS, tactic Dogpile

Windrider Longlast (@BS): Transfer webbing to damaged Comets. Move to HM.
Windrider Payoff (@BS): Tacic Dogpile
4 Comets @BS (incl 2 w/ depleted webbing): Tactic SWARM
1 Comets @BS: Tactic High Vigil
2 Comets @BS: Tactic Mistwatch

Transport Marge (@BS): Move to HM
Transport Shibboleth (@BS): Move to TC, load 2xMOVE-PLACE, move to BS, unload.

Transport Imafuku (@HM): Move to Wreth, load Squads SOA & SOB & SOC, move to HM.
Transport Ledger (@Wreth): Load Squads A & B (and their equipped cannons), move to TC.

Windrider Formal Notice (@Wreth): Move to TC, tactic Boom & Zoom.
2 Meteors @Wreth: Move to TC, tactic SWARM

Windrider Deadline (@BM): Transfer spare webbing to damaged Comet. Tactic Boom & Zoom
1 Comets @BM (w/ depleted webbing): Tactic SWARM
1 Comet @BM: Tactic Mistwatch


Infantry:
@Wreth:
New Squad A: Equip Flintlock Pistols, Cutlasses, ECD. Load onto Transport Ledger.
New Squad B: Equip Flintlock Rifles, Cutlasses, MOVE-PLACE. Load onto Transport Ledger.
New Squads SOA, SOB, SOC: Load onto Transport Imafuku.

@TC:
Squad G & SOE: Unequip one MOVE-PLACE each, to be loaded onto Transport Shibboleth.

@BS:
Squads D, E, L, I, J: Tactic Fortify
Squads F & H: Equip one MOVE-PLACE each from Shibboleth. Tactic Fortify

So, I'm starting to think that advancing on the ground might not be the best plan this turn. If they manage to sneak in more supplies- and I will remind you we have yet to catch one of their stealth transports in action- we could easily suffer more casualties than we inflict. Even if they don't, I'm not sure we have enough firepower available to wipe out the remaining Kasgyri troops.
So... I'm actually thinking we might want to hunker down for the long haul. As in, expect to be on the defensive groundwise for the next 3 turns, whilst we finish the SP and GWS.
I've also changed the infantry equipment- buying an ECD instead of one of the MOVE-PLACEs, and changing from Suppressors+Bolts+Swords to FL Rifles Pistols+Swords to afford it.

The idea here is that we get 1 turn of 'free' fortification, since Kasgyr will probably be expecting us to advance again and hence be hunkering down. After that, we get some reinforcements, including an ECD, which should stymie their efforts to counter-attack. Once the GWS is done, we can start buying more equipment and make a real effort to take the spire. And should our blockade be broken, at least this way they'll have a harder time wiping out our stranded marines, buying us time.

E: Changed rifles to pistols- cheaper, letting us afford swords, and should still be fairly effective.
E2: Double-checked the maths, and we can actually afford to go 2squadsd swords+1 squad of pistols+1 squad of rifles

Quote from: Democracy suffocates in vacuums
Plan A: (2) Tack, Milo
Plan B: (1) NUKE9.13
« Last Edit: August 06, 2018, 08:26:39 am by NUKE9.13 »
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andrea

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2741 on: August 05, 2018, 04:37:21 pm »


Quote from: Democracy suffocates in vacuums
Plan A: (2) Tack, Milo
Plan B: (2) NUKE9.13, Andrea

Voting plan B for now, still undecided

10ebbor10

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2742 on: August 06, 2018, 08:36:36 am »

Quote from: Democracy suffocates in vacuums
Plan A: (2) Tack, Milo
Plan B: (3) NUKE9.13, Andrea, 10ebbor10
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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2743 on: August 06, 2018, 08:40:17 am »

Quote from: Democracy creates its own vacuum
Plan A: (1) Milo
Plan B: (4) NUKE9.13, Andrea, 10ebbor10, Tack
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johiah

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2744 on: August 06, 2018, 09:04:20 am »

Quote from: Vacuums suck
Plan A: (1) Milo
Plan B: (5) NUKE9.13, Andrea, 10ebbor10, Tack, Johiah
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