Stop whining, this isn't an insurmountable obstacle. We are still very much in this. No need for PANIC MODE yet.
Let's keep our heads on, and calmly approach how to best deal with the situation. (EDIT: I'm not yelling at you. Just telling you to stay calm. Our resource production is kicking in soon.)
Yeah, you're right. Sorry. I just woke up. Which is not an excuse, but it is a reason.
Anyway, yeah. Let's think about the future, not the past.
Okay, so, optimistic scenario: they sent two skiffs with their ship, adding two guns to the bombardment. 24 shots in 13 seconds means probably 8 guns, I guess, given their faster RoF at the start of an engagement. Subtracting the skiffs, their new ship has a six-gun broadside.
Unless it isn't a broadside, which is the most optimistic scenario- given how manoeuvrable these ships are, it might make sense to have a single bank of cannons, and rely on being able to spin quickly.
This would be an optimistic scenario because it is wrong. The book features a battle wherein a ship is able to stay out of another's firing arcs for a while, moving only slightly slower than the other can turn. Although, the slow-turning ship is an armoured battlecruiser, trying to catch a light, exceptionally fast destroyer.
Still, it would mean they haven't constructed a monster with a minimum of 12 guns. Here's hoping.
It seems reasonable to assume they landed marines. Although, given what they did to our transport last turn, they may have been cautious, sending their warship ahead to clear out resistance before sending in the transport. Which is a worse scenario for us, because it would mean they would only face the spiders for a single turn of combat before running into us (assuming, perhaps erroneously, that we continue to make progress through the spire)
Where does that leave us? Well, we obviously can't send another transport to the Captains without clearing out their warship. So, yes, we need to invest heavily into the Cloudrunner, and hope that we can deploy the prototype next turn. And that it is at least the equal of Kasgyr's warship.
Project Advancement
2 Dice into the Cloudrunner (12w,2o): (1) Tack
3 Dice into the Cloudrunner (18w,3o): (3) Jilladilla, Milo, NUKE9.13
Some other arrangement of dice spent on advancement
New Design
No new designs: (2) Jilladilla, Milo, NUKE9.13
Ihlungwe Webbing: (0)
Someone mentioned it earlier, but the pessimistic case scenario is one where they skip the belt spires, as they have proven is possible, and just dump marines straight into the Haze Maze and Miner's Folly. Which, again, they could totally do. In which case our extra resources will not come online. For this reason, I think we should concentrate five skiffs at the Haze Maze, in the vain hope that they might be able to avoid their warship for long enough to sink a transport.