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Author Topic: Arms Race: War of the Cinder Spires | Spire Wreth  (Read 161833 times)

Tack

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #945 on: July 29, 2017, 12:12:36 pm »

Thanks. Either way I think we're pretty well in agreement re: strat
Apart from spending ore we don't have (we're on 10 not 12). Maybe hold off on the swords?
« Last Edit: July 29, 2017, 12:17:48 pm by Tack »
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NUKE9.13

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #946 on: July 29, 2017, 12:43:44 pm »

Uh, no, we're on 12.
8/y Ore, 12/40 banked
It previously said 14, on account of Draignean forgetting to charge us for the PLACE progress. It has since been fixed. We have 12 Ore.
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Tack

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #947 on: July 29, 2017, 12:45:28 pm »

Yep. Sorry. Carry on.
Numbers, man. Pretty sure I'm dysnumeric
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Jilladilla

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #948 on: July 29, 2017, 04:16:29 pm »

Well, while the combat report is cooking, maybe some tentative suggestions for next turn? Because I feel it's about time we finish up the Cloudrunner. After all, Kasgyr has gotten 2 reports of our skiffs beating up theirs, they have to have something in the works to turn the tide in their favor...
« Last Edit: July 29, 2017, 04:20:37 pm by Jilladilla »
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10ebbor10

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #949 on: July 29, 2017, 05:17:36 pm »

Yup, finish the Cloudrunner, and maybe start work on a dual aetheric cannon?
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Nirur Torir

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #950 on: July 29, 2017, 05:35:42 pm »

I still like the idea of upgrading our docks with a factory for select-grade crystals and then revising the production line to use them. Perhaps after seeing how select-grade crystals work in a Cloudrunner, if we can afford that.

Just adding in a very small hull factory to the docks would be a useful way to spend some of this wood before it overflows.

I'm not sure we even have telescopes. We should really get some, or if we already have some, try to get an aether-radar, in the form of a weak shroud that is affected by nearby aether disturbances. Even if the first gen is too big to fit in a ship, it will still be useful.

Radios would also help, or at least a flag signalling system, allowing us to effectively run more complex tactics.

We have defenses at our capital. We could consider adding them to demi-spires. This would be even more useful if they ignore the spider-spire until after we take it.

Edit: The more I think about it, the more I want that very small hull factory. 10 is not enough to both blockade the central spires and (guard the interior or attack), and there's a chance we'll increase our production to 3/turn. It should mostly take wood, letting us use our resources to arm marines and Cloudrunners.
« Last Edit: July 29, 2017, 05:59:52 pm by Nirur Torir »
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #951 on: July 29, 2017, 06:03:19 pm »

Haze Maze

The Wreth vessel assigned to patrol the Three Captains are recalled into the Haze Maze. There they will rendezvous with the Implacable and escort her to Three Captains. If they do encounter the Kasgyrite raiders along the way, killing them would be a bonus.

The Kasgyrite raiders do show up, and it's a very confused moment. The Wreth ships were heading towards the Haze Maze, the Kasgyrite ships were heading towards the Three Captains. Their courses, by some sense of fate, were nearly head on, and it took both sides too long to realize the enemy threat to employ any special tactics, which meant it degenerated into a close range fight. The result was favorable. Initial Kasgyrite firepower did not succeed in downing a single skiff, and the overall superiority of the Wreth vessels shown through when the enemy cannons wound down. In the end, the trio of Wreth vessels was more than sufficient to destroy two of the inferior Kasgyrite ships and rout the remaining one to hide in the mists.

The successful action allowed the Implacable and her escorts to move through the Haze Maze, unhindered by the Wreth vessels. Unfortunately, the time spent searching for the Wreth Skyskiff in the mist meant that the three skyskiffs that had fought were unable to joint up with the Implacable.

Confirmed Kills: 2 Skyskiffs
Losses: None




Three Captains

There is no report to be had from any of the captains sent to the Three captains. Not from the Implacable, nor from any of the skyskiffs. The only reports back are sent by the marines.

Inside the Spire
The Implacable was able to successfully reinforce the marines at the Three Captains, adding much needed manpower and firepower to the ground teams. The P.L.A.C.E in particular is greeted with enthusiasm, and the mood is very nearly celebratory for a little while.

The officer's report notes that this mood was broken by the sound of aether cannon fire outsider the Spire. Marines sent to investigate were cut off by a salvo of cannon shots directly into and around the cave mouth. While the twisting nature of the cannons prevented the blasts from penetrating deeply, the heat and light drove the men backwards and prevented further investigation. One officer counted the blasts and timed it. Twenty four cannon shots, all placed in a thirteen second window.

Sobered, but resolved, the Marines continued to expand Wreth's claim on the Three captains. The two new squads were employed to great effect, with the gauntlets being viciously effective at supporting the Pincushions in slaying the lesser spiders, and the PLACE... well... The P.L.A.C.E demolishes the larger ones. It takes time to set up, and you cannot have anything you want to keep in front of the barrel, and the soldiers operating it still complain of painful burns and blisters, and everyone has to wait for the air and stone to cool down before moving forward, but not a damn soul regrets having the thing brought with them.

In some situations, the PLACE is unable to be employed against the large spiders, but the gauntlets do their job. It usually takes an entire squad's focused and repeated fire, but they're able to drill through the creature's thick armor with repeated shots and bring it down.

The advance, compared to previous attacks, is almost lossless.

Losses: 25% of Squad E.
Presumed Losses: 2 Skyskiffs, WOSV Implacable

Wreth has Gained Ground at the Three Captains



The Unfinished

The Skiffs around the Unfinished report no enemy presence in the area. All is well.

Inside the Spire
The reports, such as they were, degenerate into abject begging- then maddened raving.

Within a month, they stop completely.

Wreth has lost the Unfinished



Miner's Folly and Haze Maze

Reconstruction work in the friendly territories is nearing an end, and families are looking forward to returning to the daily routine. There's an odd feeling to the air here, as though they don't quite understand what the war means. For them, the war they know was the one that blacked their homes, now, with the restoration so close at hand, it almost seems as though they expect the war to be over simply because the traces of it on their home soil have been erased.

It's a matter that will have to be dealt with, soon.


Wreth has Gained Ground at the Miner's Folly and the Haze Maze


Spire Wreth

The WOSV Herbie has returned safely.

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 356 AR.

11/y Crystal, 25/55 Banked
8/y Ore, 8/40 banked
18/y Wood, 57/90 banked
7/y Silk, 31/35 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: August 01, 2017, 01:14:27 pm by Draignean »
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milo christiansen

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #952 on: July 29, 2017, 06:23:44 pm »

Well, shit. At least the PLACE is... In place.
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Jilladilla

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #953 on: July 29, 2017, 06:28:42 pm »

So. It seems that Kasgyr either massively upgraded their cannons, built more skiffs, or built a new, larger ship...
We need the Cloudrunner ASAP...

At the very least, the PLACE functions as advertised (Draignean, you didn't list it at Three Captains), and I feel that Kasgyr will be in for quite a shock to see that we brought a plasma cannon indoors.


We don't have the ore to outfit a Cloudrunner though, if Nirur's estimated costs he brought up earlier is close enough to what we get.
In the meantime, I say have our two new skiffs join up with the 3 currently at Haze Maze; they utterly demolished our two skiffs. I don't think 3 will fair too much better. We can afford to leave the squads at Three Captains alone for now, it seems. With the PLACE's performance against the Giant Spiders, we should be fine even if there are even bigger spiders in the spire.
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milo christiansen

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #954 on: July 29, 2017, 06:33:40 pm »

So, dice to cloudrunner, and we need more PLACE cannons, so at least one die there too...
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Nirur Torir

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #955 on: July 29, 2017, 06:35:45 pm »

Question: If we change out the Herbie VS core crystal, can we keep the old one for later use?

They cleared the sky around one central spire. Most likely, they either had transports there last turn, will have transports there this turn, or are clearing the way to land troops in a core area.

The latter is the worst, so let's prepare for it. If they have only a single big ship, we should make a tactic for avoiding the big ship to take out the transport, then have our skiffs sit on Haze Maze. I also propose we move a good amount of decently armed marines there.
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milo christiansen

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #956 on: July 29, 2017, 06:42:13 pm »

I can't wait to see their faces when their marines run into the PLACE prototype...

I suspect they sent all their ships to the Three Captains, and so we need to do something similar if we want to push them out. That said, I would rather hold back until the first cloudrunner is ready...
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10ebbor10

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #957 on: July 29, 2017, 07:21:56 pm »

Quote
Cloudrunner Corvette
This simple hull is much larger than the Skyskiff, roughly equal to the Transport Barge in length, though it is substantially thinner and lighter, as it has no need for cargo capacity. The hull is made entirely of wood, with a basic copper "skin" to prevent total failure in the event of a single aetheric cannon hit. The real genius, however, lies in its adaptability. It has 8 mountings for weapons, three per side, one fore and one aft, internal space left open for all the crystals in any configuration that you could ever want (with a reinforced bracket for the lift crystal to allow for more extreme manoeuvres), and its hull has brackets allowing copper or bronze armour plates to be mounted directly to the ship with ease, or for them to be removed or replaced even easier

So, our cloud runner would cost :

Guns :  8 Crystal, 8 Ore
Armor : 3 ore
1 Core Crystal (Up to small size)  6 crystal
1 Lift Crystal (Up to small size) 3 crystal, 2 ore
2 Trim Crystals 1 crystal
1 ream of webbing : 2 silk

Total : 18 crystal, 13 ore 2 silk

So, uhm, quite frankly, we can't afford it yet.

If we invest in PLACE, then we can't afford it next turn either.
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milo christiansen

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #958 on: July 29, 2017, 07:25:51 pm »

We need it finished for when we can afford it...
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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #959 on: July 29, 2017, 07:32:26 pm »

Ebbor, wasn't the Cloudrunner the one that didn't come with built in armor? I'm positive that was the #1 difference between the Windrunner and Cloudrunner when we made that vote all that time ago... And I distinctly recall the Windrunner losing because it had that copper 'skin'.

Either way, the report said 24 cannon blasts in a 13 second window... Assuming a 6 second reload time that, iirc, both our cannons have, that should come down to around 8 cannons...

Either their boat is going to be bigger than the Cloudrunner, or it had its escorts helping it out there.
The PLACE project is just fine for now, we need to retake air superiority. Should we start building the components for the hull? (We should, at the very least, build 2 reams of webbing so our silk doesn't overflow.)
Another question is if we should invest in Itshana Selects for our first Cloudrunner, I would suggest the trim crystals at least, for speed and maneuverability.
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