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Author Topic: Arms Race: War of the Cinder Spires | Spire Wreth  (Read 161832 times)

Jilladilla

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1260 on: August 09, 2017, 05:39:31 pm »

Good suggestion, made the edit... Although I suppose that Milo already did that. Either way, adding link for ease of GM.

Quote from: Revisions
Tactic: Air
AMDG: (0)
Hit and Run: (1) Tack
Double Ambush: (1) 10Ebbor10
AMDG and Double Ambush: (3) Milo, Jilladilla, NUKE9.13

Tactic: Spire
Bait and retreat: (1) Tack
No Spire Tactic: (3) 10ebbor10, NUKE9.13, Milo

Cannons
SUCKERPUNCH 2.0
 -Spend one die: (2) Tack, 10ebbor10
 -DOUBLE DOWN(Spend 2 dice on SUCKERPUNCH DD edition): (3) Jilladilla, NUKE9.13, Milo
Ablative resin: (1) 10ebbor10

Windrider
Increased Manoeuvrability:
No revisions to the Windrider: (?)
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Tack

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1261 on: August 10, 2017, 12:22:15 am »

Quote from: Revisions
Tactic: Air
AMDG: (0)
Double Ambush: (2) 10Ebbor10, Tack
AMDG and Double Ambush: (3) Milo, Jilladilla, NUKE9.13

Tactic: Spire
Bait and retreat: (1) Tack
No Spire Tactic: (3) 10ebbor10, NUKE9.13, Milo

Cannons
SUCKERPUNCH 2.0
 -Spend one die: (2) Tack, 10ebbor10
 -DOUBLE DOWN(Spend 2 dice on SUCKERPUNCH DD edition): (3) Jilladilla, NUKE9.13, Milo
Ablative resin: (1) 10ebbor10

Windrider
Increased Manoeuvrability:
No revisions to the Windrider: (?)

Also, we absolutely need a new spire tactic. These guys have shown themselves to be very fast adapting.
« Last Edit: August 10, 2017, 06:37:55 am by Tack »
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1262 on: August 10, 2017, 09:39:23 am »

So, are you saving a die?

EDIT: It's actually more clear than I first thought. So I can safely assume you're going to save a die unless you indicate otherwise.
« Last Edit: August 10, 2017, 10:25:11 am by Draignean »
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1263 on: August 10, 2017, 12:16:01 pm »

AMDG
Efficacy: 1-1
AMDG, though conceptually a daring high-risk/high-gain maneuver with the potential to make skiffs a relevant threat to the enemy's Viper class ships, doesn't work out so well. The tactic referred to in training as A Most Dangerous Game (AMDG) is often referred to by captains by the catchier acronym AMES (Pronounced, A Mess) referring to it being A Most Efficient Suicide. Trial runs have resulted in numerous terrible injuries and at least one gruesome death.

The primary issues are as follows: The Tactic doesn't only require high-response maneuverability, but high precision maneuverability. The pilot of a skyskiff is frequently lying down on top of the skiff's power control, making adjustments as the captain shouts them. This imprecision, combined with the native imprecision of our current control circuits, make it very difficult to effectively draw in close. Drawing in close, likewise, presents its own difficulties, as the skiff needs to find a point where it will not get tangled in the enemy's webbing and spars, is outside the enemy's firing arc, and can be accessed without being spotted. Problematically, unless the enemy ship is perfectly still, it's rather difficult to access the belly sections meet the criterion- particularly not when other vessels are pulling the target's attention in unpredictable directions. Effectively maneuvering inside the target's shroud could be greatly aided by other captains pulling the target in a particular pattern, but that is a level of coordination and discipline beyond our current ability.

In short, it's a good idea that's currently so poorly executed that it's a subject of much derision among the men, and it would be cheaper and more effective to just shoot our captains before they left port.


Double Ambush
Efficacy: 4
In start contrast to AMES, the double ambush tactic promises to be an effective, if unsurprising tactic. The idea is simple, climb, observe, send half to attack, then use the other half to mop up the weak if the strong leave. The latter part is a bit difficult to ascertain at a glance, and most captains find it efficient to dive regardless instead of squinting down at the battle and trying to decide if they're actually needed.

The major concern is the prolonged exposure to high-altitude air and aether that the plan entails, though it will take longer for the effects of that to become apparent.


SUCKERPUNCH
Efficacy: 4/6
Engineers have finally succeeded in getting the itshana select crystals mounted into Light cannons! The new barrel is higher windage, but also features strategic cut-outs and a barebones system of rails near the end for effective heat dispersion. Unfortunately, these are all aspects of the original (exploded) design, and no one is quite sure why they worked this time. Furthermore, it took considerable trial and error of barrel cutting, metal selection, and bore adjustment to achieve a system that didn't undergo dramatic detrimental changes to projectile range and accuracy- and the engineers aren't sure of the rationale behind any of the changes.

For small things like this, engineers might be able to muddle through and hope for the best, but larger designs will necessitate a better background understanding of how weapons crystals form hard aether, and the interaction between aetheric projectile and the weapon barrel. Still it works, and the cost is as expected.




Spire Wreth's production stands at
13/y Crystal, 50/65 Banked
17/y Ore, 38/85 banked
19/y Wood, 78/95 banked
10/y Silk, 33/50 banked

It is the now the production, deployment, and tactics phase.

Spoiler: Projects (click to show/hide)



Spoiler: Map (click to show/hide)

Spoiler: Ships (click to show/hide)

Spoiler: Infantry (click to show/hide)

Spoiler: Misc. Goods (click to show/hide)


Current Technology

Spoiler: Tech (click to show/hide)

Spoiler: Tactics (click to show/hide)



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Kot

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1264 on: August 10, 2017, 12:20:00 pm »

I actually haven't PTW yet.
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10ebbor10

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1265 on: August 10, 2017, 01:04:14 pm »

Well, that is highly underwhelming.

For something on which we spend 2 rolls, I expected, well, something better.

I mean it's not even scalable, we haven't learned anything, we got no hints about what went wrong.

Oh, and AMES failed but Double Ambush pulled through. That's a relief.
« Last Edit: August 10, 2017, 01:06:04 pm by 10ebbor10 »
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Tack

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1266 on: August 10, 2017, 01:06:05 pm »

It was a second revision. A 6 made it work, and that's good enough.

Quote from: Ground plan A
Marines retreat (and god have mercy on their souls)

Quote from: Sky plan A
Herbie loads with pincushion-armed marines and heads to TC.
Windrider and two skiffs at Wreth move to TC to support/ambush.
Three skiffs at inner Kasgyr Demi wait one action, then move to TC, meeting with the main force for the ambush.

Quote from: Windrider
Release the Windrider prototype.
Itshana cores
Itshana Lifts
16 standard trims
6 standard guns, one 4-gun broadside of Itshanas
36 crystal, 38 ore.

Alternate: Lifts can be switched out to free up 6 ore, which gives us all guns.
« Last Edit: August 10, 2017, 01:18:15 pm by Tack »
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10ebbor10

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1267 on: August 10, 2017, 01:07:50 pm »

Quote
It was a second revision. A 6 made it work, and that's good enough.

Three dice spend upon it total. First gave it a minor bonus. The 4 and the 6 read like an ordinary success.

Oh and, Tack, why are you not using our new guns. We spend a lot of resources getting those ready.
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milo christiansen

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1268 on: August 10, 2017, 01:08:53 pm »

Yay SUCKERPUNCH!

Good thing we did two tactics, or that 1 would be devastating instead of annoying.

SUCKERPUNCH guns on the windrider, nothing less will do. 16 normal trims gives us "excellent" maneuvering to quote the original design.

Tack isn't using the new guns because he wants to believe the windrider has maneuvering problems.
« Last Edit: August 10, 2017, 01:10:33 pm by milo christiansen »
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Jilladilla

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1269 on: August 10, 2017, 01:28:05 pm »

Possible loadouts for the Windrider:

ABSOLUTELY NECESSARY:
2 Itshana Select Small Cores (12c, 12o)
2 Small Lifts                         (6c, 4o)
8 SUCKERPUNCH LACs          (8c, 16o)
2 Normal LACs                      (2c, 2o)
16 Trims                               (8c)
Total:                                   (36c, 34o) (14c, 4o remain)
So, Options:
A: Upgrade Front LACs to SUCKERPUNCH (+2o)
B: 8 Select Trims (+4o)
C: Add additional armor over critical areas (+3o)

(A and C can of course be filled out with Select Trims if we want)
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10ebbor10

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1270 on: August 10, 2017, 01:33:10 pm »

Don't forget option

D) Upgrade the lift crystals.
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Jilladilla

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1271 on: August 10, 2017, 01:38:12 pm »

Don't forget option

D) Upgrade the lift crystals.

We'd have to skimp on more cannons to get both though, 2 small lift crystals cost 6 crystal, so that would be +6 ore.
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10ebbor10

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1272 on: August 10, 2017, 01:39:29 pm »

And only 1 would result in lopsided flight.
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Tack

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1273 on: August 10, 2017, 01:44:17 pm »

It's likely having an alarming amount of crystals will offer us an advantage even if we don't have an alarming amount of super-crystals.

Quote from: Votes
Marine plan A: (1) Tack

Sky plan A: (1) Tack

Windrider:
Suckerpunch-pattern, switch IS chases for 1 armor: (1) Tack
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1274 on: August 10, 2017, 01:51:07 pm »

Quote
It was a second revision. A 6 made it work, and that's good enough.

Three dice spend upon it total. First gave it a minor bonus. The 4 and the 6 read like an ordinary success.

Oh and, Tack, why are you not using our new guns. We spend a lot of resources getting those ready.

No, the first did not give it a minor bonus. The first told you that your engineers had no idea what they were doing. The four would have given you a cannon with Itshana increased power, but some other deficiency. With a six you succeeded in getting an ISLAC that has the exact same combat profile as a normal LAC in all respects except increased power and the expected increase in ore cost, despite having no real idea what you were doing.

Your dissatisfaction is rather mind blowing.
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