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Author Topic: Arms Race: War of the Cinder Spires | Spire Wreth  (Read 161866 times)

Jilladilla

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #930 on: July 29, 2017, 01:37:03 am »

It's ok Draignean, you're still awesome for running this!

Onto discussions with my fellow bureaucrats, the PLACE revisions went very well I think! It should be usable like this. Sure, no super inferno now, but that would've died out quickly in a big enough room to make it more of a hazard than help.

Either way: Tentative movement plan (As in, SOMEONE ADD PRODUCTION TO THIS):
-WOSV Implacable (at Wreth now) loads up 2 or 3 squads (with gear) and 1 or 0 prototype PLACE
-Implacable takes the 2 newly built skiffs (on High Vigil) as an escort towards Three Captains with an intention of deploying the equipment there
-Some or all of the skiffs at 3 Captains moves to Haze Maze, joins up with Implacable's escort, and follows them back to 3 Captains (Our skiffs are better than theirs, yes, but let's not get outnumbered if we can help it)
-Herbie attempts to move to Wreth
-The 2 skiffs at the Unfinished, have them maintain overwatch of the lane? Move them out? Backline patrol? Counter raid? Open to suggestions here.

EDIT: Draignean, you forgot to subtract our ore and silk we spent on advancing the PLACE! (We should be at 12 ore, 26 silk), oh right, the marine squad in Haze-Maze is squad H not G (You have G down twice, likely due to a slight miss), very minor but nitpicky. (Sorry).... Sorry team, but better get this out of the way now than try to spend ore we don't actually have.

(Don't worry Draignean, I'll keep a close eye on those number tallies, I won't let them stray from where they should be, even if it is a disadvantage to do so.)
« Last Edit: July 29, 2017, 02:45:52 am by Jilladilla »
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Tack

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #931 on: July 29, 2017, 02:56:11 am »

PreEdit: This post is gonna grow.

I have no idea what bugfix you're talking about.
Spoiler (click to show/hide)
Also Will the Herbie be 'safe' if docked at Wreth?

Realsies post: (Wow, computer is so much more handy, phoneposting this stuff is ridiculous.)
Turn

Spoiler: Tech (click to show/hide)

We've got 4 marines at Spire Wreth and 6 cargo space on the Implacable.

They'll be bringing two skiffs (or Five!) to bear on whichever Spire they intend to attack, so we can potentially put 4 on one and 3 on the other to maintain the blockades, with the notable downside that both of the spires will be receiving one solitary ship which is a prime aggression target, and one skiff would likely be accompanying the Implacable which is a prime aggression target.
I'm assuming we can't refit/build a ship and send it out to combat in the same turn otherwise I'd suggest sending a super-skiff with the Implacable, and giving it a suitably ridiculous name.

Anywho,
Tactical brief B
Three Captains
- Implacable heads there with Marine (Tactic, Ambush) and Place Team Prototype (Tactic, Ambush) Cargo
- Is Escorted by one skiff (Tactic, Scout)
- The Three Skiffs (Tactic, Scout) at the Three Captains turn and meet the escort halfway, bringing them the rest of the way to support the Captains.

The Unfinished (Pending reply re: safety of WOSV Herbie when docked.)
- One Skiff (Tactic, Scout) head there (--potentially escorting an empty WOSV Herbie--)
- The Two Skiffs (Tactic, Scout) which are at Unfinished turn to meet the reinforcements halfway (and to help them if they come into contact with the three rogue skiffs behind our lines), and then return to continue the blockade at The Unfinished.

My suggestion would be to send all four marine squads in the Implacable (Although that could be risky), two with Gauntlets for every man (8o|8c) and two with Fireteam Suppressors (4w|2o)

Edit: Blanket edits thanks to Jilla pointing out huge glaring flaws in the plan.
« Last Edit: July 29, 2017, 03:56:02 am by Tack »
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andrea

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #932 on: July 29, 2017, 03:35:15 am »

Why bring the herbie to the unfinished, empty?

Tack

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #933 on: July 29, 2017, 03:39:29 am »

One good reason, One bad one.
1. If the Herbie can be attacked in dock by the skiffs. Better to be escorted, always.
2. Get the marines out of there. Might give some insight into the effects of The Unfinished and whether making a HEM would help.

If the Herbie is 'Safe' at spire Wreth, though, better to send it there.
Plus, if I were them (which I'm not) I'd be trying to send a seven ship advantage to whichever spire is getting the full brunt of eight marines shoved down its throat.
If we're lucky or they're silly, they might attempt the same simul-cap that we did and split their forces, in which case we'll still arrive at the spires ahead of them and be able to gun them down.
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Jilladilla

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #934 on: July 29, 2017, 03:41:02 am »

Tack, we only have 2 skiffs at Wreth, this is turn 3, and we didn't build any turn 1 because when turn 1's production phase came around we were still 10/10.

Those two we have were turn 2's skiffs, and the thing is we don't get access to skiffs instantly, they have to wait until next turn to become available for deployment. So we can't use the 2 we're auto-building this turn.

Of course, this also means that Kasgyr only has 2 new skiffs to deploy as well, instead of the 4 you predicted.

And yeah, that squad is going to face another round of fighting if we try to evac them.... Given how the fighting has been going..... It really isn't worth trying to evac the squad. (It's risking Herbie for something likely to fail entirely, also Herbie is too far to reach the Unfinished this turn anyway!)

EDIT: TACK, SQUADS USE UP 2 CARGO CAPACITY. OUR TRANSPORTS CAN ONLY CARRY THREE SQUADS. (Or 2 squads and 2 PLACEs)
« Last Edit: July 29, 2017, 03:48:22 am by Jilladilla »
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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #935 on: July 29, 2017, 03:52:47 am »

You're right. For some reason I thought we were on turn 3.
Simple maths has no place near pre-coffee me. Sorry.

This does helpfully change our plan because they can't have produced more than two at their spire, which means they can bring two to bear or a maximum of five.
But at the same time I don't think I'm in the right headspace to run risk management or attempt to pre-think where those three bloody rogue skiffs are going to go.
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NUKE9.13

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #936 on: July 29, 2017, 04:18:34 am »

Their skiffs are currently at the Haze Maze. They can only move two spaces. If they want to meet up with reinforcements from their spire, they'd have to do so at the Three Captains.

Alright, so. Loadouts and orders:

Quote from: Plan C
WOSV Implacable: Load up Squads 2A and 2B (wave 2 squads, rather than trying to reuse names from wave 1) and Prototype PLACE. Travel to Three Captains, unload all.
    Squad 2A & 2B: Gauntlets (all)(8 Crystal, 8 Ore), Swords (all)(4 Ore), Silk Vests (Commander)(2 Silk). Tactics: CCC.

2 Skiffs at Wreth: Escort the Implacable. Tactics: Scouting.

3 Skiffs at Three Captains: Make for the Haze Maze, then join the Implacable and its escorts on their journey to the Captains (one move to HM, one move back to TC). Tactics: Scouting.

WOSV Herbie: Remain hidden near the Haze Maze until Implacable and her escorts arrive, then retreat to Wreth. (wait 1 move, then move to Wreth) If hiding is impossible, just move to Wreth.

2 Skiffs at the Unfinished: Stay put. Tactics: Scouting.

E: By the way, Tack, the Herbie will be safe at Wreth. If you look at the description of our docks, it says it comes with basic defensive cannon emplacements- more than enough to keep a trio of skiffs at bay.
« Last Edit: July 29, 2017, 04:37:54 am by NUKE9.13 »
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Jilladilla

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #937 on: July 29, 2017, 04:26:37 am »

Alright, explanation on why I think Nuke's plan works out ok:
Moving the skiffs at Three Captains back to Haze Maze works out well if Kasgyr's fleet remains there, as that will more or less guarantee Implacable and Herbie's safety.
Secondly, if Kasgyr goes for an all out attack on Three Captains (As in, pulling the 3 at Haze Maze and reinforcing it with their 2 new ones) it doesn't involve those skiffs just sitting there waiting for a 3v5 (Our skiffs are better, yes. But I don't think they can pull that off.)
Thirdly, if Kasgyr does something else.... Well, it doesn't exactly hurt those 3 skiffs now does it? Might cause them to be less able to hunt down a transport but that's fine. They aren't expecting the Giant Monster Spiders anyway.
Fourthly, the Unfinished is out of range of Haze Maze, the most Kasgyr can bring to bear there immediately is 2 skiffs... And didn't we just prove we can decisively defeat them with even numbers?

It may not deal with Kasgyr's Fleet on our backline, but it doesn't sacrifice our foothold on Three Captains either.

Now, as for what we're loading up on Implacable... 2 squads and the PLACE prototype? Or 3 squads?
(If we go with 2 squads we can outfit everyone with a sword and gauntlet if we want to be fancy. I'm assuming we don't have to pay for the prototype, because as per Word of GM, the prototype already exists, we're just taking it out of the lab)
...Ninja'ed by NUKE... Basically my plan but much better wording. +1 to it.
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NUKE9.13

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #938 on: July 29, 2017, 04:39:49 am »

Minor change, I added silk vests for commanders. It's only 2 silk, we have plenty of it, and there's a slim chance it'll save a life some day.
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Jilladilla

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #939 on: July 29, 2017, 04:45:43 am »

So true. And we're skirting the line on stockpile capacity on the stuff, use it or lose it at this point (But let's not empty the stocks needlessly on vests for everyone ok everybody? Producing reams of webbing for future ships would probably be a better investment.)
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Tack

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #940 on: July 29, 2017, 04:49:16 am »

Quote
Plan A
Plan C (3) Tack, Nuke9.13, Jilladilla

Could suggest taking proper suppressors instead of gauntlets in case of Aether vests but heck, crystals aplenty.

Turn 1
Turn 2


Also now I'm confused because we went from 7 marines to 11 in one turn.
I think we've been accidentally bestowed.
« Last Edit: July 29, 2017, 04:55:16 am by Tack »
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #941 on: July 29, 2017, 11:33:52 am »

Quote
Plan A
Plan C (3) Tack, Nuke9.13, Jilladilla

Could suggest taking proper suppressors instead of gauntlets in case of Aether vests but heck, crystals aplenty.

Turn 1
Turn 2


Also now I'm confused because we went from 7 marines to 11 in one turn.
I think we've been accidentally bestowed.

You started with 15/25

You deployed 8 into transports the first round, to bring you to 7. Your produced two marines at the end of the first turn to bring you to 9.

You produced two more at the end of the second turn to bring you to 11.
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #942 on: July 29, 2017, 11:42:59 am »

Double posting for great justice.

Assuming there are no sudden changes, I'll lock your strategy votes in.
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Tack

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #943 on: July 29, 2017, 12:08:05 pm »

Will shuffling extra marines into demispires increase cap speed?
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #944 on: July 29, 2017, 12:09:24 pm »

Will shuffling extra marines into demispires increase cap speed?

Not unless you're meeting resistance that is reducing your capture rate below 1 section per turn. You can only capture 1 unit per round.
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