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Author Topic: Arms Race: War of the Cinder Spires | Spire Wreth  (Read 161992 times)

milo christiansen

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #825 on: July 27, 2017, 09:54:26 am »

Age of sail names with modern definitions?

We get cool "wooden ship" names for our wooden zeppelins, but we can tell what they are for based on designation...
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Tack

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #826 on: July 27, 2017, 12:13:36 pm »

Quote from: Which naming convention should we use for our ships?
Age of Sail names: (3) NUKE9.13, Khan Boyzitbig, Madman
Modern names:
Who cares, the name doesn't matter: (1) Tack
Simply because I like "skiff" and "Man o' War", but I also like "Battlecruiser"
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #827 on: July 27, 2017, 12:31:39 pm »

Three Captains

All is well at the Three Captains. No enemy vessels are sighted, and the skiffs present report that all is well. The Kasgyrite ships appear to have fled, though no trace of them leaving was seen. Still, that could easily be attributed to gaps in the sentry network.

Inside the Spire

With only one squad and change, the remaining officers within the Three Captains fight a defensive war. Heartened by the assurances that they'll receive more men and more firepower 'soon', they dig in to the ground they already have. With crossbow and cutlass, they can hold against the smaller spiders fairly reliably- though the battle is not without attrition. A bite even from the smaller creatures proves deadly much of the time, and the squads sleep in short shifts and watch the ground constantly for spiders trying to crawl into camp.

Still, the men survive. Most of them, anyway. They can defend this area for a time, but they'll need that firepower in order to go deeper.

Losses: None

No ground has been gained at the Unfinished.



The Unfinished

The Wreth skiffs around the Unfinished maintain a loose patrol around the Spire, their captain's blissfully unaware of the infantry's situation. With the limited number of skiffs available, the extremely limited communication between the vessels, and the virtually un-limited amount of sky, it would take a miracle for the skiffs to catch sight of any ship not making a dead line for the demi-spire.

Thankfully, there's still room for a couple miracles.

A Wreth skiff captain catches sight of a few specks on the northern horizon, just slightly darker than the mist below them. Normally, he would have been watching the southerly skies in order to spot incoming Wrethan vessels, but he'd turned north to watch the transport limp home. Apparently, the Kasgyrites had been waiting to watch the same thing. The Jackals had been lurking, just waiting for the chance to take Wreth lives without risking a fair fight.

The other skiffs are signaled messily, using a burst of cannon fire and a sudden charge in order to get the attention of the other friendly vessels. It works, to a degree. The Wreth Skiffs begin to converge in a badly staggered cluster, trying to run down the Kasgyrite vessel before they can sink the stranded transport.

The rescue mission is successful, though it is not without sacrifices.  The captain who spotted the Kasgyrite vessels is the first to arrive, and makes a valiant attempt to fight the Jackals despite being outnumbered three-to-one. By the time he arrives, the Transport's shroud has already taken a beating, and the inferior Kasgyrite cannons have managed to knock a hole in the shroud by sheer force of numbers.

The captain does the only thing he can to buy time against a superior force. He orders the pilot to position the skiff in front of the breach in the transport's shroud.

He holds against enemy fire for as long as a skiff can. Which is to say he exists for as long as it takes the Kasgyrites to fire four shots, at which point the captain dissolves into a cloud of burning aether. Still, this buys enough time for the remaining three Wreth Ships to catch up and make things a fair fight- which is the kind of fight a Kasgyrite just can't win.

The Kagyrites and their damn whistling cannons hold a strong initial advantage in a firefight, but the Wreth ships can outmaneuver them enough to keep them off the transport. Another Wrethan skiff is lost in the initial exchange, but then that damn whistling cuts out, and the Kasgyrite ships become inferior in nearly every respect. Once at that point, the tables turn. The remaining pair of Wreth vessels cuts down one vessel during the dogfight, and burns another to ash when the Kasgyrites attempt to disengage.

The last Skyskiff almost makes it out. Almost. A shot from one of the pair of remaining Skyskiffs breaches a hole in its shroud, the other Wreth vessels manages to snipe second shot through the same hole. It doesn't destroy the Kasgyrite vessel outright, but it sends it plummeting in a free-fall straight into the mist.

Inside the Spire

The reports that come back from the Unfinished are confused, and they carry an edge that borders on panic. Repeated requests for reinforcements and new equipment gradually give way to requests and pleas for evacuation. The female squad leader who originally noted that she could hear voices is the sole exception. Her letters are more... disturbing. She hints strongly that she believes the voices are real, and that she believes that everyone who can hear them  is 'getting one small part of a conversation beyond our comprehension'. She too requests additional men, but flatly states that they do not need to be equipped, only to be present so that she may record what they hear in order to piece together the whispers.

Morale among the rest of the soldiers improves greatly when she disappears from the camp one night.

The attacks by the peculiar humanoid figures continue, and the squad captains have redistributed the cutlasses carried by the dead in an effort to retain some measure of combat efficacy. Exploration has nearly ground to a halt. The former squad leader of the B unit is firm in his belief that they could push in further if they had more men, even if they only had swords.

Those reports stop after a few more months, and the sole remaining squad leader makes a note that the man was killed during a raid.

Confirmed Kills:
3 Kasgyre Skyskiffs
Losses: 2 Skyskiffs, Squad C
Wreth forces have successfully prevented the Kasgyrite pursuit of the WOSV Implacable

No ground has been gained at the Unfinished.



The Haze Maze

The WOSV Herbie delivers her remaining payload of unarmed marines to aid whatever survivors are left in the Haze Maze. It's a hostile environment, but their maps are good, and the territory is still familiar. Progress may be methodically paced, but it will be safe and steady.

Unloading the marines goes smoothly, but moments after the last Marine Dinghy departs the Herbie, the captain of the the Herbie spots bright flashes on the horizon. Aether cannons in the distance.

The WOSV Jigsaw, scheduled to come back to Spire Wreth for repairs, was ambushed while limping home. Three Kasgyrite Skyskiffs dance around it, pummeling it with cannon fire. There's nothing the captain of the Herbie can do but watch in horror as the other transport's shroud buckles in a spray of sparks, followed shortly by the ship itself disintegrating from repeated cannon shots.

The Skiffs do not turn back. They keep moving towards the Haze Maze, and towards the Herbie. Unarmed and underpowered, the captain of the Herbie does the only thing she can do- dive into the mist and hope the reduced crystals can keep the transport up at lower altitude.

The gambit seems to work. The Skiffs don't pursue the Herbie into the mists, and (as of the last letter) the ship hasn't been devoured by a mistmaw yet.

Losses: WOSV Jigsaw

Wreth has Gained Ground at the Haze Maze



Miner's Folly

Reconstruction proceeds well at the Miner's Folly spire. Pockets of survivors have been recovered and set back to work on repairs. With a bit of luck, the Mines will be running back to full steam in two years, without any trace of the damages dealt by the Kasgyrite oppressors.

Wreth has Gained Ground at the Miner's Folly




Spire Wreth

The WOSV Implacable has arrived back home safely and has been repaired.

Two Skiffs  have been completed and are ready for use.
Two more squads of Marines have completed training.



Spoiler: Map (click to show/hide)

Spoiler: Ships (click to show/hide)

Spoiler: Infantry (click to show/hide)



It is the beginning of 355 AR.

11/y Crystal, 22/55 Banked
8/y Ore, 14/40 banked
18/y Wood, 39/90 banked
7/y Silk, 30/35 banked

It is now the Design and Project Maintenance Phase. You have 5 Dice to spend.

Spoiler: Projects (click to show/hide)

Current Technology

Spoiler: Tech (click to show/hide)

Spoiler: Tactics (click to show/hide)


Ocelot-October-Winchester-Creation-Shadow-Patchwork
« Last Edit: July 27, 2017, 04:55:09 pm by Draignean »
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NUKE9.13

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #828 on: July 27, 2017, 12:42:26 pm »

Rust take them all!

Okay, so, that could've gone a lot better. A slight change of plans is called for, I think.

Question: Did we or did we not repair the Implacable? The text says we did, the Ships spoiler says we didn't.

Edit: wait, no, it just got fixed.
« Last Edit: July 27, 2017, 12:44:27 pm by NUKE9.13 »
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #829 on: July 27, 2017, 12:43:54 pm »

Rust take them all!

Okay, so, that could've gone a lot better. A slight change of plans is called for, I think.

Question: Did we or did we not repair the Implacable? The text says we did, the Ships spoiler says we didn't.

Fix'd.

She's back at Spire Wreth and Fully Repaired.
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NUKE9.13

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #830 on: July 27, 2017, 12:48:07 pm »

Okay, good. We still have a transport available to us, then.

For the design phase, we should invest two dice into the PLACE, spending 2 Ore, 4 Silk. That gives us a decent chance of getting a prototype.

Quote from: Votes
Projects:
Two dice into the PLACE: (1) NUKE9.13
  -Spending 2 Ore, 4 Silk


Designs:
No Design: (1) NUKE9.13
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10ebbor10

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #831 on: July 27, 2017, 12:48:47 pm »

I didn't know the enemy could do that, attack beyond our lines. Usually not a thing in these games.
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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #832 on: July 27, 2017, 12:52:44 pm »

I feel like we got completely outplayed.
I guess good thing luck was on our side.

"A transport is worth more than a troop" seems to have backfired.
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milo christiansen

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #833 on: July 27, 2017, 01:10:39 pm »

Oh well, it's not the end of the world. At least we killed a bunch of their skyskiffs...

No design, dice to PLACE sounds good to me.
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Madman198237

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #834 on: July 27, 2017, 01:45:01 pm »

That's...annoying. From now on I'm going to recommend a prototype run of most new AR games. Differing rule sets make this sort of thing...painful.


We'd better finish that blasted PLACE ASAP. And then we've got to send out any new skiffs on hunter-killer missions to get rid of the Kasgyrites wherever they can be found.


Assuming that we're halfway-competent engineers, we ought to know something about our dockyards and crap. How feasible is it to improve the functioning of our dockyards, and get another skiff every year?

Regardless of the answer from above, we're going to want to get the Cloudrunner going. Having a suddenly-warship would probably turn all the tables in our favor, no matter where we sent it.

I want to see another tactics revision to make us generally better. Either group-before-attack or the general outmaneuver-and-destroy revision. Other than that, let's get ourselves a couple of prototypes and see about equipping a new warship ASAP.
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NUKE9.13

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #835 on: July 27, 2017, 01:53:55 pm »

I didn't know the enemy could do that, attack beyond our lines. Usually not a thing in these games.
Hmm. I was thinking the same thing. Isn't it the job of the skyskiffs posted at the Captains to ensure they cannot do what they just did?

Well, lesson learned. It only cost us a rather pricy transport. We know now that posting ships as "guards" is only useful in preventing enemy transports from landing troops, and that we should be sending our skyskiffs on escort missions if we want to keep transports safe.
Well, we can send the two newly constructed skiffs to escort the transport we send to the Captains, and recall the skiffs already there to join them halfway (near the Haze Maze, where the enemy skiffs are located). 5 skiffs should be able to defend a transport from 3.

Assuming that we're halfway-competent engineers, we ought to know something about our dockyards and crap. How feasible is it to improve the functioning of our dockyards, and get another skiff every year?
Draignean has previously said that this would be feasible.

Quote
Regardless of the answer from above, we're going to want to get the Cloudrunner going. Having a suddenly-warship would probably turn all the tables in our favor, no matter where we sent it.

I want to see another tactics revision to make us generally better. Either group-before-attack or the general outmaneuver-and-destroy revision. Other than that, let's get ourselves a couple of prototypes and see about equipping a new warship ASAP.
Unfortunately we can't afford to also work on the Cloudrunner this turn. We need all the Ore we can get to outfit marines with something that stands a chance of killing a giant spider.


Quote from: Votes
Projects:
Two dice into the PLACE: (2) NUKE9.13, milo
  -Spending 2 Ore, 4 Silk


Designs:
No Design: (2) NUKE9.13, milo
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Jilladilla

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #836 on: July 27, 2017, 02:14:56 pm »

We have.... 14 Ore. Gauntlets cost 4 ore, 4 crystal for an entire squad, so we can easily just send 3 squads of gauntlets with 2 ore to spare (2 ore which would be dumped into PLACE progress)... Although, Draignean technically didn't answer my prototype question: Do we have to pay for the prototype? Or was that what the project progress costs up to that point for?


Shame about Jigsaw... Just glad Herbie got away, and yeah, let's send all available skiffs at them, shouldn't let them just linger in our backline after all.
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Madman198237

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #837 on: July 27, 2017, 02:28:58 pm »

We can do 2 dice into the corvette while still retaining 12 ore, enough to equip, well, pretty much any and every squad we and can deploy with only two transports. If we use both and escort them all the way to the Three Captains we can get ourselves a basically-unassailable force, especially if we're packing in a PLACE and some gauntlets.

So, two dice at corvette, two dice at PLACE is my vote.

One to revise gauntlets, or one to revise tactics to counteract hostile activity.
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NUKE9.13

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #838 on: July 27, 2017, 02:52:05 pm »

We can do 2 dice into the corvette while still retaining 12 ore
Dunno where you went wrong, but that is not the case:
We have 14 Ore.
It costs 2 Ore to put 2 dice into the PLACE
We will have 12 Ore left over
Putting 2 dice into the Cloudrunner costs 2 Ore
If we did that we would have 10 Ore left over.

Although, Draignean technically didn't answer my prototype question: Do we have to pay for the prototype? Or was that what the project progress costs up to that point for?
Pretty sure he did answer this, and the answer is no, we do not have to pay extra.
« Last Edit: July 27, 2017, 02:54:13 pm by NUKE9.13 »
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Jilladilla

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #839 on: July 27, 2017, 02:53:03 pm »

We can do 2 dice into the corvette while still retaining 12 ore, enough to equip, well, pretty much any and every squad we and can deploy with only two transports. If we use both and escort them all the way to the Three Captains we can get ourselves a basically-unassailable force, especially if we're packing in a PLACE and some gauntlets.

So, two dice at corvette, two dice at PLACE is my vote.

One to revise gauntlets, or one to revise tactics to counteract hostile activity.

Would have only 10 ore to play with there, but I suppose a more balanced force than just gauntlets for everyone and a spare prototype cannon would have merits... Especially as pincushions actually have some effectiveness there
Although first thing I would spend the revision die on is to fix the cannon, if it needs it.
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