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Author Topic: Arms Race: War of the Cinder Spires | Spire Wreth  (Read 162085 times)

NUKE9.13

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #465 on: July 20, 2017, 10:42:07 am »

Hmm. You may actually have a point. Perhaps we should send our entire fleet to the Unfinished (the more important central spire, in my opinion (gotta get that crystal)).
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milo christiansen

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #466 on: July 20, 2017, 11:15:11 am »

10 to one, 5 to the other? Remember, our skiffs are better than base.
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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #467 on: July 20, 2017, 11:29:25 am »

Gimme a minute to fetch mine, I'll update it to account for the Pincushions 3 wood cost
Okay, here it is:
Plan Rush Belt Spires + claim local ones
Transports: 2 normal, one 'budget' using a VS Itshana Select Core
Troop equipment: 4 squads worth of Bronze Cutlasses, 4 fire-teams worth of Pincushions, 2 entire squads worth of Pincushions, 6 aethersilk vests for squad commanders

Proposed setup: Squads A,B,D,E: Swords + Pincushion Fire Team, Vests for the squad commanders
Squads C and F: Pincushions to everyone, Vests for commander
Squads G and H: Unarmed
Transport 1: Carry Squads A+B+C, Head to The Unfinished
Transport 2: Carry Squads D+E+F, Head to Three Captains
'Budget' Transport: Grab Squads G+H Drop one off at our Central local Demispire, move to left local demispire and drop the other next turn
Everyone will use the new tactic, of course
Skyskiffs: 5/5 Split between The Unfinished and Three Captains?

BUDGET:
res   transports     equipment
28   -  27  =  1      -  0     = 1 c
23   -  15  =  8      -  8     = 0 o
63   -  21  =  42    -  36    = 6w
28   -  6    =  22    -  6     = 16s

Alright, I'll edit this if we decide to outfit some of our guys in Aethersilk vests, or if we want to give squads G and H a Pincushion fire team, but this does seem to be a good baseline plan. Suggestions, edits, and alternative plans are welcome to be discussed over. Remember to include your budget if you do an alternative plan.

We get 10, no more.
Also remember that whilst our skiffs are marginally more manouverable- which is great, their guns are only better at Sustained engagements... which skiffs don't really have shroud enough to handle.
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milo christiansen

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #468 on: July 20, 2017, 11:31:39 am »

For some reason I thought we had 15 skyskiffs.

With 10 total 5/5 split is the way to go.
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Nirur Torir

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #469 on: July 20, 2017, 11:48:38 am »

Just to have an alternative: 6/4, in favor of The Unfinished. Send both full transports to The Unfinished.

Reasoning: The Unfinished favors large groups, and with Three Captains' problem with murderbugs, they won't be making fast progress in two turns of our abandonment.
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Jilladilla

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #470 on: July 20, 2017, 11:49:53 am »

Alright. Awake now, and it seems skyskiffs allocations is a thing we're arguing over.
So I propose a subvote:
Quote from: Votes
Plan Rush Belt Spires + claim local ones: (3) Jilladilla, NUKE9.13, Tack
-The above plan but a different allocation of Skyskiffs (#/# Unfinished/3 Captains):

Aethersilk Marines (1) Tack
Aethersilk Officers
No Aethersilk expenditure
Remember to actually specify numbers, and not vote for a #/# distribution.
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milo christiansen

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #471 on: July 20, 2017, 11:52:18 am »

I can (but won't) support a 6/4 skiff split, but never both transports to the same spire.

Quote from: Votes
Plan Rush Belt Spires + claim local ones: (4) Jilladilla, NUKE9.13, Tack, Milo
-The above plan but a different allocation of Skyskiffs (#/# Unfinished/3 Captains):

I removed the aether silk vote, because aether silk for officers is actually written into the main plan, and we cannot afford aether silk for normal marines.
« Last Edit: July 20, 2017, 11:56:55 am by milo christiansen »
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NUKE9.13

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #472 on: July 20, 2017, 12:07:10 pm »

No, sending troops to both spires makes some sort of sense. And I guess we probably don't want to risk a transport getting just straight murdered by a few lonely skiffs.
And unless they have improved their crystals too, we should be slightly more manoeuvrable, which should mean that in the event that we face an overwhelming foe, we will at least be able to escape.
5/5 is probably fine. 6/4 would also be fine. Might even be better, given how important the Unfinished is.
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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #473 on: July 20, 2017, 12:11:09 pm »

Yeah, thanks for removing that.

As far as I can see our vague options are:

2 Transports to the Unfinished
- Skiffs going to the Unfinished will provide protection for the transports.
- Skiffs going to the Captains will provide reconnaissance/harassment

1 Transport going to each
- Skiffs going to the Unfinished and Captains will both be providing protection.

Whilst protected transports are probably far more likely to actually make it to the spire, it could be said that a single transport would slip through a blockade better than six ships anyway.

In my opinion, I'd divide the Skiffs 1/9. Our 9 skiffs might be able to hold their own against 10 of the enemy, whereas 1 skiff to oversee the singular transport heading for ventspider central might be able to distract the enemy long enough perhaps to let the transport disembark. It'll probably require the glorious sacrifice of both ships but hey, they knew what they were being conscripted signed up for.
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Madman198237

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #474 on: July 20, 2017, 12:12:47 pm »

Sticking solidly with 5/5. Equal strength because if we fail to take both we're going to be quickly stuck in a massive and unpleasant campaign.

As far as strategy goes, we're going to need a turn to bring back and reload all transports (Can the budget transport make the Spire-demispire transit fast enough to load and drop off one squad of marines per turn? Could a normal one?) before sending our budget transport to another demispire and sending the large transports out to reinforce the already-being-captured Belt Spires.


Draignean, will we be designing SHIP tactics, or only ever designing INFANTRY tactics?
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milo christiansen

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #475 on: July 20, 2017, 12:13:41 pm »

Anything that results in such a lopsided deployment (1/9) will never get my vote.
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NUKE9.13

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #476 on: July 20, 2017, 12:18:04 pm »

Draignean, will we be designing SHIP tactics, or only ever designing INFANTRY tactics?
Read the first post (in this thread). Which you should probably do anyway before bothering the GM.
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milo christiansen

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #477 on: July 20, 2017, 12:19:32 pm »

In other words, of course we need to design both. Why would you think otherwise?
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #478 on: July 20, 2017, 12:21:48 pm »

Sticking solidly with 5/5. Equal strength because if we fail to take both we're going to be quickly stuck in a massive and unpleasant campaign.

As far as strategy goes, we're going to need a turn to bring back and reload all transports (Can the budget transport make the Spire-demispire transit fast enough to load and drop off one squad of marines per turn? Could a normal one?) before sending our budget transport to another demispire and sending the large transports out to reinforce the already-being-captured Belt Spires.


Draignean, will we be designing SHIP tactics, or only ever designing INFANTRY tactics?

Every ship can make two jumps per turn unless specifically and explicitly noted otherwise. However, since there's a lot of quantum time to deal with, it may arrive conceptually later in the turn. Thus a fleet of 'fast' ships may arrive and secure an area/disembark troops/etc by the time a 'slow' fleet shows up.

Anyway, as to rate at which you can deploy marines, lets assume a move speed of two. A loaded transport can move to a location and drop off units (move and action, or two moves and action). Then, next round, it moves back to the spire and reloads on Marines (same pattern as above).  Rinse and repeat.

So, if a spire is within two jumps of your Home Spire, you can run a single full transport of marines there every other round. If it's greater than two jumps away, that falls to once every four turns.

Ship tactics are definitely a thing that you'll need to keep an eye on.
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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #479 on: July 20, 2017, 12:34:11 pm »

Gliding sails guys! Gliding sails and dive-bombing!
I thought this up even before touching the book and the book has basically every military action start with a plummeting charge and NOBODY has thought to put wings on the things!

Y'know.. at least in the first three chapters...

Spoiler: Get Hype (click to show/hide)
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