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Author Topic: Arms Race: War of the Cinder Spires | Spire Wreth  (Read 159688 times)

milo christiansen

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1755 on: September 07, 2017, 03:39:14 pm »

Be my guest. Adding border is non-trivial. Due to the way the scrolls are shaped you can't just add a slightly larger black version, and erasing the quill boarder is also not very easy.
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Nirur Torir

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1756 on: September 07, 2017, 03:59:41 pm »

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1757 on: September 07, 2017, 04:58:01 pm »

I love their flag and feel shamed.
I also just finished work and so once again can't throw my dumb and poorly edited ideas up.
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NUKE9.13

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1758 on: September 07, 2017, 05:37:42 pm »

Infantry plan, you say.

Quote from: Infantry Plan A
Equip three new squads: 4A, 4B, 4C
  All squads are equipped with swords, pincushions, envenomed bolts, gauntlet fireteams, and silk-vested commanders. (we have 1 squad's worth of Pincushions, and 4 envenomed bolts)(9o, 3c, 24w, 3s)
  Squad 4A has a (non-gauntlet) fireteam with a BLOCK. (4w)
  Squad 4C has a BOX containing two IS PLACE cores. (2o, 2c, 3w)
 Total cost: 11o, 5c, 31w, 3s

WOSV Herbie loads squads 4A,B,C
Unloads at TC (see ship plan)

All troops: anti-flanking. Do not advance.
  Upgrade PLACEs, obviously.
Everyone gets swords, fireteams get gauntlets. Eh?
« Last Edit: September 07, 2017, 05:50:16 pm by NUKE9.13 »
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milo christiansen

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1759 on: September 07, 2017, 05:47:04 pm »

Quote from: Votes
Infantry Plans:
A: (1) Milo

Ship Plans:
A: (1) Milo
B: (0)

Ship Plan B Is ebbor's plan, it doesn't actually have a letter...
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andrea

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1760 on: September 07, 2017, 05:48:14 pm »


Quote from: Votes
Infantry Plans:
A: (2) Milo, Andrea

Ship Plans:
A: (2) Milo, Andrea
B: (0)

seems fine. Although, why not more block? block is nice, block is life. On the other hand, we can make a block out of a box.

milo christiansen

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1761 on: September 07, 2017, 05:49:48 pm »

BLOCKs are encumbering after all...
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NUKE9.13

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1762 on: September 07, 2017, 05:56:15 pm »

Quote from: Votes
Infantry Plans:
A: (3) Milo, Andrea, NUKE9.13

Ship Plans:
A: (3) Milo, Andrea, NUKE9.13
B: (0)

Yeah, BLOCKs weigh down squads. One more is useful, but too many would make us worse at combat. I dunno, maybe we could do two more. I'll stick with one in Plan A, though.
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milo christiansen

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1763 on: September 07, 2017, 05:59:05 pm »

You forgot something! The weakest spire squad needs orders to wait for the landing, grab the crystals, and refit the PLACE cannons one at a time.

Quote
Me:
@GM Do we need to dedicate a unit to refitting the PLACE?
Draignean:
It would be a good habit to get into, yes.

So I guess that is that.
« Last Edit: September 07, 2017, 06:33:58 pm by milo christiansen »
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Jilladilla

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1764 on: September 08, 2017, 12:32:00 am »

Quote from: Infantry Plan B
Equip three new squads: 4A, 4B, 4C
  Squad 4A and 4B are both equipped with gauntlets, full squad, vests for the commander, and a BLOCK distributed among the entire squad. (8c, 8o, 8w, 2s)
  Squad 4C is equipped with Pincushions with Envenomed Bolts for the entire squad, commander vest and a BOX containing two IS PLACE cores. (2o, 2c, 3w, 1s, pincushion and bolts in storage)
 Total cost: 10o, 10c, 11w, 3s

WOSV Herbie loads squads 4A,B,C
Unloads at TC (see ship plan)

All troops: anti-flanking. Do not advance, keep holding the line.
  Squads 4C and 2A; Upgrade both PLACEs with the IS cores.
Alright, here's an alternate plan. No swords here, but a lot more gauntlets and one more BLOCK over Plan A


And now for my vote:
Quote from: Votes
Infantry Plans:
A: (3) Milo, Andrea, NUKE9.13
B: (1) Jilladilla

Ship Plans:
A: (4) Milo, Andrea, NUKE9.13, Jilladilla
B: (0)
« Last Edit: September 08, 2017, 02:28:51 am by Jilladilla »
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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1765 on: September 08, 2017, 01:00:43 am »

Alright, I've realized I can't do MSPaint, but here's something to vote against for the flag.
Spoiler (click to show/hide)
I think that red is too bright though. No idea how the chinese and Sovyets pulled it off.
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1766 on: September 08, 2017, 11:22:43 am »

The turn rolls in the deep, soon it shall awaken.
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1767 on: September 08, 2017, 05:56:35 pm »

The Wrackspire

The skiff ordered to move from the belt to reinforce the push at the Three Captains fails to report in, and is assumed lost to Kasgyrite attack.

Presumed Losses: 1 Skyskiff



Three Captains

The Wrethan fleet arrives under a clouded sky, the Spire's flag flying proud from the Windrider and the Mongoose and echoed in smaller form on the skiffs. Two Windriders, seven skiffs, and the Herbie fly towards the Three Captains, and into the largest battle of the War.

Except, that isn't what it seems to be. On approach, the scout only identifies a single ship around the spire, a transport that appears to be coming to disgorge troops.

The Wreth captains advance at good speed, but with a reserve of caution. It would be a considerable victory to kill a transport cleanly, but there's a gut feeling, a captain's instinct, that all is not well here.

That feeling is validated when skiff on high vigil begins signaling desperately with cannon fire and the Kasgyrite vessels begin diving in from above and slicing up from below in two groups. Three vipers and five skiffs and five skiffs all told. Yet this isn't some ambush against an unprepared foe- the Wreth vessels were ready for this fight and already have shroud raised. Even so, The encounter raises series questions as to how Kasgyre not only spotted the incoming fleet first, but was able to signal its ships to get into ambush position without raising an alert.

The initial pass favors Kasgyre, as barrages from their Vipers light up sections of sky, making up for inaccuracy by volume of immediate fire. Interestingly, one of their Vipers appears to lack a full gun complement, firing only six forward shots in the place of the usual eight. It's a keen observation to make in the middle of the firefight, and speaks well of the Officer's Wrethan character that he was able to notice the discrepancy while being actively fired upon. A pair of skiffs are lost in the initial exchange, and there's considerable fire spread out against the other vessels, but upwards fire from the Windriders is able to annihilate one Wreth skyskiff and hole the shrouds on several more.

After that initial dive, the battle is truly joined, and the furball begins. The Vipers now universally features armored 'heads' and their maneuverability has been matched to that of the fastest ship previously encountered. They spin and swipe with considerable speed, striking with repeated heavy frontal strikes with their eightfold  (or in one case, sixfold) cannon barrage. The Kasgyrite skiffs are still outmaneuvered and outclassed in every regard by Kasgyrite skiffs, but they do a fine job of distracting fire from the larger vessels, and they do occasionally manage to get a few shots in- they just can't ever give as good as they get.

Sheer volume of fire favors the enemy during the early engagement. The Windrider's SUCKERPUNCH cannons hit much harder, and the broadside configuration is imminently useful when engaging multiple targets, but their firing speed still pales in the long haul when compared to the Kasgyrite guns, and the effect is only exacerbated when it comes to the skiffs. Due to the tactics employed by the Windriders (and the Vomit Comet), the majority of that firing time is still absorbed by the skiffs that hang around and dance. Under the combined fire of the Vipers and enemy Skyskiffs, many small Wreth vessels burn.

Yet their deaths mean opportunities gained for the larger vessels. The Mongoose bides its time to unleash the Dragun, waiting for a solid target. The opportunity comes during a pass from below, coming up at shallow angle to rake one of the stronger vipers. The Dragun fires, adding a brief orange star to the flashing aetherlight of the battle- but the Viper turns at the last moment. The shot hits the side of its armored head, deflecting through (and burning) the web rather than striking the wooden hull. The Mongoose ends up briefly dancing with the enemy Viper, taking only a few shots to its shroud. The Select trims give the large vessel an absurd degree of maneuverability for her size, to the point where it seems that the primarily limitation to her function is the crew.

Minutes pass as the Dragun crew struggles to reload under conditions that could be best described as 'hectic'. Members of the gun crew are thrown against their safety lines more than once as the Windrider changes direction after a dive or climbs at full speed. There's nothing quite like trying to load a bag of sapshot while the effective weight of the bag keeps changing and inertia slews you in every direction. Skiffs ablate and the battle rages as the gunnery crews desperately just try to load in a second shot.

The Vomit comet is performing as only it can, zipping around and evading enemy fire like the world's most irritating mosquito. It is pretty much single-handedly responsible for whittling down the remaining Kasgyrite skyskiffs, putting the fight on a field with only the three Vipers, one remaining friendly skyskiff, the Windriders, and itself. The Windriders are just beginning to rotate shrouds to avoid holes, and the Vipers are starting to be a bit more careful about getting their noses burned. The battle is just beginning to hit the five minute mark, and already things have been filtered down to a core of combatants. All remaining Wrethan vessels are doing quite well, all things considered. Weakness, however, is showing on the other side. One of the fully equipped Vipers has a shroud that's noticeably less bright than the others, a consequence of a section of its web being badly burned by the earlier sapshot.

The Dragun is finally reloaded, and a second shot is made  during a dive against the Viper with the weaker cannon complement. Again, the angle is wrong and the shot deflects completely against the frontal armor. Bad luck strikes the Vomit Comet in the meantime, as one of the Viper's succeeds at getting in the right place on the right time to hit during a climb with it's frontal attack. The resulting impacts render the skiff dead in the air as its shroud buckles and its web disappears into so much drifting ash. The rest of the skiff joins the ashes of the web following an impact from a Viper's tailgun.

The lowered maneuverability of the Viper with the burned web proves to be its undoing. It's easily singled out by the Windriders, and its shroud buckles fully before the Dragun even gets reloaded again. It's still tricky to land a decisive barrage on, despite its lack of shroud and reduced maneuverability, due to the pair of other vipers, but the fire that gets through is still devastating. It's frontal armor ends up severely compromised by a pair of SUCKERPUNCH impacts, and a shot to its core annihilate's most of its remaining web, slowing it to a crawl. Unluckily it's parting gift is a set of wide shots that rip through much of the exposed shrouding on the Windrider.

The shredded Shroud significantly reduces the Windrider's maneuverability, suddenly cutting her to the point where she can no longer outrun the pair of healthy vipers. Dozens of impacts strike her shroud over the course of a few minutes, overloading first one shroud and then the other.  She, like the Crippled viper, does not go gentle into the night. She focuses fire on her crippled pair, cutting the unshrouded viper in half and detonating her core in a spray of light. Her own armor, meanwhile is tested heavily as the crew begins running our new shroud. Multiple impacts slag copper, filling the storage and crew areas with smoke. Worse are the shots that strike at near deck level. Both of her forward cannons vanish as an LAC shot dissolves their weapons crystals, spraying molten copper and splinters across the top deck. Another shot gets partial penetration near the keel, and the ship groans horrifically when the web finally gets run out and the captain puts on emergency speed to get out of the fight.

The Mongoose gets its Dragun reloaded for a third time.  The shot gets a direct impact on the armor plate, and the shot clearly embeds partially in the copper, but it appears to make it no farther than that, only raising a small flaming scar on the armor. The remaining Vipers take the easier target, chasing the wounded Windrider and pummeling it from behind- the angle where most of the ship's webbing is concentrated. Despite the best efforts of the Mongoose, there's very little the captain can do to prevent the vipers from chewing through the back end of the Windrider, eventually crippling the esoteric power system enough that the lift crystal shorts out, sending the Original Windrider down to the surface trailing smoke.

Which puts the Mongoose two on one with the Vipers. Well, along with one absurdly lucky skiff. His shrouds both damaged, but functional, and his vessel superior in terms of maneuverability, armor, and theoretical firepower, he sticks to the fight. The Vipers circle and fire as he climbs and dives, taking high and low angle shots before zipping out of range for another pass. She still takes hits, but with both broadsides and a bit of careful positioning, she's nearly capable of matching the pair of vipers in terms of raw power.

The Mongoose manages to score a hole in the spine of the lesser Viper's shroud, but that victory is short lived when one her shrouds buckles suddenly, leaving her vulnerable to a barrage from the enemy vipers- but none comes. It targets the remaining skyskiff instead and reduces the diminutive vessel to cinders. The ten second window came and went while they were still cooling their guns for the next barrage shot. The gun crew finishes reloading the Dragun, and it's going to be the final shot either way. The Mongoose can't afford to stay in this battle for long enough to fire it again.

The Dragun fires, and, finally, it hits something other than armor. The shot pierces behind the Viper's head, burrowing a fist sized flaming hole into the enemy corvette. It's a relatively minor wound, and the Captain begins to wonder what the hell all the fuss over this damn gun was for. He stays long enough to try and bring another salvo or two on the Viper with the more heavily weakened shroud, but prepares to run.

His first parting salvo neatly reverses the situation. Of the four shots fired by the broadside, three hit. Two bite shroud, but the third shoots the gap and nails the viper near the tail, consuming its rear cannon, suddenly causing it to tilt at a very odd angle. The other viper, instead of moving to press, begins retreating, copious amounts of black smoke boiling out of the hole the Dragun put in its hole. Instead of pressing his luck with literally the last ship in the Armada, the Captain allows their retreat into the mist.

Meanwhile, far from where the battle roved, two transports dock at the spire and disgorge troops. 

Inside the Spire

Reinforcements arrive, nearly doubling the amount of soldiers present to hold the line against the Kasgyrites. Additional construction supplies allow barricades to be reinforced, and the added soldiers are a great boon to allow men to actually sleep at night with more than a skeleton crew. The two PLACEs are upgraded without incident, the new modifications allowing them to hover and fire, although they require significant pushing after their first shot, and a second shot usually means you need to actually disconnect the weapons crystal and wait a few minutes.

The men are well rested, armed, and bright eyed when the attack hits. Kasgyrite marines blitz both flanks, running the barricades with a ferocity not seen since their first failed run. The flank with the PLACE is able to dispatch a dozen men in seconds, losing only a scant few individuals to long range crossbow shots and lucky gauntlet bolts fired by running marines.

It would appear the Kasgyre reinforced as well, as a new and distinctive squad of soldiers is seen charging the lines, clad to a man in the breastplate and helmet that seemed previously reserved for their officers. It does little to stop the envomened bolts that strike their exposed arms and legs, and even less to stop PLACE blasts, but it does mean that Wreth marksman have to pick their shots a bit more carefully, and it lets a good number of the Kasgyrite soldiers to get within effective gauntlet range.

Oddly, they then begin throwing things. Metal spheres, slightly larger than a fist. The soldiers nearest look at them with a brief moment of confusion, before the soldiers basically disappear. Each sphere detonates in flash of aetherlight, thermal shock turning the stone beneath them into deadly shrapnel, and some quirk of the device itself spraying shards of white-hot iron and molten copper in all directions. Barricades turn into bonfires as the Kasgyrites continue to lob the spheres. Each one seems to be around a third as powerful as the PLACE, but they can throw them a lot faster than the PLACE can fire, and the heat is still horrific. The heat, in all honesty is the only thing that keeps the Kasgyrites from completely blitzing over the Wreth forces. Grenades obliterate cover, and the sudden crumpling of the flank without a place lets the enemy soldiers breach and throw a device directly under the PLACE set to guard the opposite side. Yet the men are still able to retreat as the Kasgyrites are forced to shy back from the semi-molten hellscape they created with their new weapons.

There aren't a lot of survivors left, but they pool what they have together. They were able to salvage the remaining PLACE cannon during their retreat, and they've got a BLOCK team left over.

Confirmed Kills: Five Kasgyrite Skyskiffs, 1 Kasgyrite Viper, at least two squads of Kasgyrites.
Damaged Enemy Vessels: 1 Viper with internal fire damage, extent unknown. 1 Viper with crippled tail section, likely heavy damage to trims and rear guns.
Losses: Six Skyskiffs, the Vomit Comet, The WOSV Windrider. Squads 2A, 2B, 4A, 4C, and 50% of squad 4B

Wreth has lost ground at the Three Captains



The Unfinished

The report that should have come in from the Skiff hiding out at the Unfinished has not arrived, and officials fear the worst.



Spire Wreth

Two additional Skyskiffs have been constructed and are ready for immediate service.



With Flying Colors: Event Loss!

The Wrethan flag, though impressive and detailed when flying from major pennants within the Spire, is somewhat less inspiring to our aeronauts and marines, largely because they keep losing it on the horizon. It's difficult to put your faith and hopes on a blue flag running from a far off ship that you can barely make out against the blue sky- and it has caused no end of troubles for our transports as well. There have twice now nearly been disastrous incidents where Spire guns almost fired on ships that ran no flag, when in fact that flag was merely difficult to see.

From a standpoint of composition, the flag is generally well liked. Simplified forms for field use frequently transform the scrolls into diagonal slashes, and the quill into an inverted slash, but the full silk version flying from the new geological institute is a sight to behold- sadly, not one that's allowed to inspire our soldiers all that often. The other complain is the writing which, viewed from any significant distance, merely appears as a scribble. In fact, many minimalist versions of the flag simply use a jagged line to indicate the text.

It's a good flag, just not terribly suitable for flying from ships, which is a problem.



It is the beginning of the year 363 AR.

Spire Wreth's production stands at
13/y Crystal, 26/65 Banked
17/y Ore, 17/85 banked
19/y Wood, 61/95 banked
10/y Silk, 45/50 banked

It is now the design and project maintenance stage. You have 5 dice to spend.

Spoiler: Projects (click to show/hide)



Spoiler: Map (click to show/hide)

Spoiler: Ships (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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10ebbor10

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1768 on: September 09, 2017, 05:12:33 am »

Anyway, Battle Analysis :

Our losses

8 Skyskiffs (4 Turns To replace)
1 IS VS Core (3 ore, 3 crystal to replace)
WOSV Windrider ( 36 Ore   46 Crystal  9 Wood 16 Silk to replace)
3.75 Squads of Marines  ( 2 turns to replace)
1.75 Squads of Gauntlets ( 7 Ore, 7 crystal)
3.75 Squads of Cutlass  (7.5 Ore)
2.75 Squads of Pincushion (33 Wood)
2.5 Squads of Envennomed bolts (5 Wood, 2,5 Silk)
4 Individual Silk vests  (4 Silk)
1 Block  (4 Wood)
1 Box (3 Wood)
1 IS-PLACE   4 Ore, 2 Crystal, 1 Silk

Crystal : 58  (4.5 Turns to replace)
Ore : 57.5    (3.5 Turns to replace)
Wood : 54    (2.85 Turns to replace)
Silk : 23.5    (2.35 Turns to replace)

Spoiler:  Marines Details (click to show/hide)



Anyway, we have 5 dice currently.

We may want to spend one dice to develop either a fortification or a running away tactic. The lack of fortification tactic cost us dearly, as our cannons each picked a flank to defend, leaving other flanks mostly undefended. Dynamic relocation of cannons or a better defensive position could have solved that.

On the other hand, I'm not sure we can still recover TC. It may perhaps be better to cut our losses and retreat.

The enemy has reinforced with a lot of fancy gear, so we're now outnumbered and outclassed. They have superior tactics in both attack and retreat. I have a hard time seeing how we can still stop them.

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Tack

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1769 on: September 09, 2017, 05:21:59 am »

We could be dumb and make the assumption that the grenades are one-use only?
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