Let's see. Did you catch the turn? If not:
-We sent 5 skyskiffs to each accessible belt spire. Kasgyr did the same. At the Three Captains, we both lost one skiff, and our transport was damaged. At the Unfinished, we lost one and they two, and our transport was badly damaged. Kasgyr has developed new tactics, and improved their cannons- letting them fire more often at the beginning of a fight.
-The marines who entered the Three Captains got attacked by spiders, ranging from tiny to giant. Pincushions can deal with the smaller spiders, but deflect harmlessly off of the larger ones. Even swords struggle to pierce their defences, and if you're fighting a giant spider up close you are gonna have a bad time. We lost a squad, as well as losing half a squad when our transport was damaged. We need better armour-piercing equipment to continue to progress here.
-The marines who entered the Unfinished suffered from hallucinations, quickly driving them mad. Several disappeared, only to reappear later in the form of monsters. Pincushions were ineffective, but swords managed to deal with them. The main danger here is the madness, which we believe to be caused by aether in some way.
Then we argued about designs and stuff. Eventually we settled on spending three dice designing the PLACE: Portable Light Aether Cannon Emplacement- we hope to deploy the prototype to the Three Captains to deal with those rascally spiders.
For revisions, we went with one for better ship scouting tactics, since Kasgyr was using ambush-boom-n-zoom tactics (hitting us before we had a chance to raise shrouds)(the ambush part worked, but the zoom part failed them on account of our ships being faster). The second we spent on better heat management for gauntlets, with the intention of spending another revision boosting the efficiency (and thus effective power).
E: Right, our strategy. We were planning on pulling our troops back from the Unfinished, so that we can focus our efforts on the Captains. But the GM informed us that enacting such a retreat would be hazardous. We decided not to put the comparitively more valuable transport at risk to save the lives of the eminently replaceable marines.
We're pulling both transports back to Wreth, and repairing the one with less damage (and not the other, to save on Ore). We're sending our two new Skyskiffs to the Three Captains, since controling the skies there is more important, and we're already up one ship over them at the Unfinished anyway.