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Author Topic: Arms Race: War of the Cinder Spires | Spire Wreth  (Read 161623 times)

10ebbor10

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1770 on: September 09, 2017, 05:29:18 am »

It may be the case, but we're not certain they've run out.
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andrea

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1771 on: September 09, 2017, 05:41:22 am »

even if they ran out, they still outnumber us much more than they did last turn

10ebbor10

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1772 on: September 09, 2017, 06:29:47 am »

Anyway, here's a proposal for a new Skiff Production Pattern

Old Pattern :
 Cost : 100.79     
 Production per turn : 201.58
 Total Production : 1,007.9

Comet Pattern

3 Skyskiff Hull
6 ISLAC's
3 VS ISCORE's
3 VS ISLIFT
12 IS Trims
6 Webs

Cost : 378.74
Production : 3 Skiffs Every 2 Turns
Total production :  3 or 8 Skyskiffs
« Last Edit: September 09, 2017, 06:39:03 am by 10ebbor10 »
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Tack

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1773 on: September 09, 2017, 06:34:25 am »

Draig doesn't do halves
That's 1 per 2
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10ebbor10

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1774 on: September 09, 2017, 06:37:58 am »

Draig doesn't do halves
That's 1 per 2

I have no idea what you're talking about.

There are no halves involved here. The pattern is for 3 Skiffs. Enough resources are available for it to be build every 2 turns.
« Last Edit: September 09, 2017, 06:39:48 am by 10ebbor10 »
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Jilladilla

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1775 on: September 09, 2017, 06:39:36 am »

Draig doesn't do halves
That's 1 per 2

I have no idea what you're talking about.

I'm fairly sure Draignean said that a sufficiently expensive thing on a production line would only build one every other turn. So halves are probably a thing.
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10ebbor10

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1776 on: September 09, 2017, 07:04:42 am »

Be welcome all, to 10ebbor10's Ship Emporium.

Old Pattern :
 Cost : 100.79     
 Production per turn : 201.58
 Total Production : 1,007.9

Comet Pattern (Combo Pack)

3 Skyskiff Hull
6 ISLAC's
3 VS ISCORE's
3 VS ISLIFT
12 IS Trims
6 Webs

Cost : 378.74
Production : 3 Skiffs Every 2 Turns
Total production :  6 Skyskiffs

Sparkler Pattern

Nearly the same as Comet, but produced individually. Production rate suffers, but is more gradual. Exchange of IS lift for normal lift allows the ship to (just barely) maintain 8 Skyskiffs.

1 Skyskiff Hull
2 ISLAC's
1 VS ISCORE's
1 VS LIFT
4 IS Trims
2 Webs

Cost : 125.09
Production : 1 Skiffs Every Turns
Total production :  8 Skyskiffs

Firefly Skyskiff
Incendiary Skyskiff package

1 Skyskiff Hull
Incendiary Refit
Dragun
1 VS ISCORE's
1 VS LIFT
4 IS Trims
2 Webs

Cost : 135.01
Production 1 Every turn
Total production : 7 Skyskiffs

Firefly Skyskiff (Alt)
Incendiary Skyskiff package

1 Skyskiff Hull
Dragun
Dragun mount
1 VS ISCORE's
1 VS LIFT
4 IS Trims
2 Webs

Cost : 138.01
Production 1 Every turn
Total production : 7 Skyskiffs


Note: For both Incendiary Templates, switching to a 2 per 2 turns construction allows the inclusion of an ISLIFT.
« Last Edit: September 09, 2017, 07:22:49 am by 10ebbor10 »
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Jilladilla

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1777 on: September 09, 2017, 07:25:39 am »

Alright, Questions for Draignean Time!
-Can an Incendiary Skiff hull be built from scratch? Would it cost the same as a normal skiff hull?

-We know we shot down one of their 8 cannon Vipers, but was the Viper that got its tail blown off the remaining one with 8 cannons or the weaker 6 cannon one?

-We saw a Viper's core crystal detonate, was the blast comparable to a small core crystal or stronger than one?

-If we use Itshana Select crystals on a production line, does the discount apply even if the product costs less than 10 ore? (Do they do the crystals in bulk, basically.)

-Did our gunners appreciate the Dragun turret?

-Did the crew of the Mongoose push the trims a little too close for comfort using the revised Boom and Zoom tactic?

-Not a question; but you derped the infantry spoiler, it's inside the ship spoiler (Looks like you forgot the /spoiler?), and you forgot to list the 2 newly built skiffs too.
« Last Edit: September 09, 2017, 11:10:05 am by Jilladilla »
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NUKE9.13

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1778 on: September 09, 2017, 08:26:35 am »

:/
Well, making grenades was the sensible thing for them to do. Would've been nice if they hadn't been so ludicrously overpowered. Then again, this is Kasgyr we're talking about, they probably rolled a 6 for effectiveness.

Anyway, I'm pretty sure we're dead at this point. We can't hold TC- nothing we reinforce with will do jack against those grenades. And if we lose TC, we've pretty much lost the war. We might be able to hold on if we could prevent them from ever landing any new reinforcements, but our navy isn't up to the task.
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10ebbor10

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1779 on: September 09, 2017, 09:09:17 am »

I'm not sure it's that bad. The enemy was stopped completely on 2 fronts, the problem is that there were 3.
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Jilladilla

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1780 on: September 09, 2017, 10:11:09 am »

Remember that their navy is reduced to a crippled Kunai, and one with an unknown amount of fire damage, and a number of out of position skiffs.

Whereas we have the Mongoose, which is still in perfect condition.
I propose that we have it try to run their Kunai's down. If we can finish off at least one of them then we've effectively regained air superiority, and cutting them off at their demispire would stall their repairs long enough for us to safely drop another set of reinforcements off at TC. Is it a bit of a risk? Yes, but to not pursue effectively puts the state of the air war back to where it was after our last major engagement: 1 Windrider for us, 2 Kunai's for them. Except now we don't even have a decent foothold on the ground. Except this time we have a pristine Windrider with better armor and maneuverability instead of a defensively compromised one.

(My confidence in re-attaining air superiority after killing another Kunai is simple: We've more or less proven the supremacy of an individual Windrider over an individual Kunai, at this point. Overall fleet numbers were 9(us) vs 8(them), with 7 skiffs vs 5, and 2 Windriders vs 3 Kunais. A Kunai is worth a lot more than two skiffs I'd say.)

As for the ground, fighting retreat tactic, use barricades meant more to stall than actually protect, do surprise MOVE PLACE strikes then immediately fall back to the next fallback point.
Should inflict decent casualties against them, and hopefully prove to us if they have any more grenades or not... If nothing else, it should ensure our continued survival until next turn when we can reinforce more troops, our PLACE out-ranges their grenades, all we need is sufficient numbers of them to cover all the flanks.


TLDR: Ground situation is really, REALLY bad, but we have a solid chance to turn things around in the skies!
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Madman198237

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1781 on: September 09, 2017, 10:14:32 am »

We just need to keep holding ground on TC from now on.

Alright, guys, we need another transport, and numbers until we can deploy yet another Windrider of the Mongoose/Dragun variety, with the same number of IS trims, because as Draignean mentioned, the crew is now the limit. We need a better crew harness, or we just need to admit that too fast exists until we're deploying fighters instead of airships.
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10ebbor10

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1782 on: September 09, 2017, 11:28:35 am »

An idea to remember for the revision.


Scorched Earth

Clad in clanging bronze and boisterous with cheers, a Kasgyrian force is easily heard but harder to deter. Rather than give them a solid target to surround and attack from multiple sides, our forces now set up their defenses in a much more temporary manner.

PLACE tend to be used as the centerpiece of these defenses, overseeing enemy approaches. Upon sight of the first enemy, a PLACE blast rapidly annihilates them, before we retreat further. Pursuing their normal tactics, the enemy will likely attempt a flanking maneuver upon this now vacant position. With our forces placed further back, they will emerge only to another PLACE blast.

The tactic thus focuses primarily on a series of tactical retreats, bloodying the enemy but giving them  no time to flank our positions. PLACE's unique area denial and mobility should be useful here.


Quote from: Votebox
0 Dice to Dragun
1 Dice to Dragun

No design : 10ebbor10
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milo christiansen

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1783 on: September 09, 2017, 11:30:24 am »

Quote from: Votebox
0 Dice to Dragun: (0)
1 Dice to Dragun: (1) Milo

No design: (2) 10ebbor10, Milo
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Jilladilla

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1784 on: September 09, 2017, 01:42:18 pm »

Quote from: Votebox
0 Dice to Dragun: (1) Jilladilla
1 Dice to Dragun: (1) Milo

No design: (3) 10ebbor10, Milo, Jilladilla
Saying no on finishing off the Dragun, we have little desire to build more or revise it further this turn right? We can more or less finish it instantly as long as we don't roll a one, and for the low cost of 2 ore, 3 wood, and a 16.7% chance of actually spending a second die we can guarantee it'll finish whenever we want.

And remember that revisions don't affect ships in the field until they come in for a refit, so again, pointless until we want to build another Dragun, or if we're bringing the Mongoose in for repairs and want to sneak a Dragun revision in to refit her with during the process.
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