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Author Topic: Arms Race: War of the Cinder Spires | Spire Wreth  (Read 159506 times)

andrea

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2130 on: November 10, 2017, 03:29:57 pm »

why only 2 squads? we have the resources to equip 4.

Madman198237

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2131 on: November 10, 2017, 03:34:17 pm »

Because we can send the other two transports with sacrificial meatshields poorly-armed volunteers to the other Spire, where some of them will pick up the weaponry from battered squads (I doubt that this will actually be, you know, ALLOWED, but w/e) and serve as replacements/have Pincushions.

Basically, we start capping UF, and put more pressure on TC.
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andrea

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2132 on: November 10, 2017, 03:36:21 pm »

picking up equipment from dead squads happened already in the past, at the Unfinished.
I think that at TC we might get by with just cannon fodder and no new equipment. I am wary of landing at unfinished with not enough people to do the job.

milo christiansen

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2133 on: November 10, 2017, 03:37:30 pm »

The idea was to send 1 transport with gearless men to TC (these men are then used as replacements to battered squads), the send two transports of equipped troops to TU next turn.
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Madman198237

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2134 on: November 10, 2017, 03:39:16 pm »

Same difference.
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2135 on: November 10, 2017, 03:45:10 pm »

Helix Pattern
Efficacy: 2
On paper the maneuver is good, but it seems to suffer from a deficiency in the human department. Our captains are used to operating semi-independently, and this requires one captain to act as a complete subordinate to the other. While there are no spoken objections, it's clear from drills that Helix seen in the air will be a far messier one than that seen on paper. This tactic should work as long as we can control the engagement timing with superior speed control, but it's people that will get in the way of its efficacy.

To be simple: Captains using this tactic are not comfortable following the lead ship blindly, and may break off if they second-guess the direction of the lead vessel, resulting in the helix pattern degenerating into a standard engagement tactic.



Spire Wreth's production stands at
13/y Crystal, 24/65 Banked
17/y Ore, 19/85 banked
19/y Wood, 40/95 banked
10/y Silk, 43/50 banked

It is now 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)


« Last Edit: November 10, 2017, 03:57:51 pm by Draignean »
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NUKE9.13

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2136 on: November 10, 2017, 04:27:23 pm »

Quote from: Plan A
Production:
2x MOVE-PLACE (6o, 4c, 2s)

Ships:
Mongoose & Chimera: Move to Three Captains. Tactics: Helix Pattern
2 Comets at Wreth: Move to Three Captains. Tactics: AGILE
Comet at Three Captains: Move to Haze Maze, then back to Three Captains. Tactics: High Vigil

Transport Marge: Load 3 unarmed Marine squads (H, I, J), move to Three Captains, and unload.

Infantry:
Squads A&C: Transfer all equipment to squads H&I, respectively. NO TACTIC (Replace losses in other units)
Squads D&E: Anti-Flanking.
Squads F, G, H, I: Pin Down.
Squad J: NO TACTIC (Replace losses in other units)

Not sure what infantry tactic we want to use. After reading the turn, I think Pin Down is best, and Draig did say last turn that our advance would continue if we stayed the course. And with three fresh squads of corpses-to-be, we can take a few losses.

This is assuming we manage to deliver the reinforcements successfully, which is by no means certain.

Quote from: Votes
Plan A: (1) NUKE9.13
« Last Edit: November 11, 2017, 10:55:23 am by NUKE9.13 »
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milo christiansen

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2137 on: November 11, 2017, 11:07:41 am »

Quote from: Votes
Plan A: (2) NUKE9.13, Milo

Good enough.
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Jilladilla

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2138 on: November 11, 2017, 01:18:59 pm »

To quote Milo: Good enough.
Quote from: Votes
Plan A: (3) NUKE9.13, Milo, Jilladilla
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Madman198237

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2139 on: November 11, 2017, 01:30:53 pm »

To quote Milo: Good enough.
Quote from: Votes
Plan A: (4) NUKE9.13, Milo, Jilladilla, Madman
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2140 on: November 12, 2017, 03:43:10 pm »

Three Captains
The comet originally at the Three Captains is able to break away through the mist and make it to the haze maze, rejoining the main fleet and returning with the main fleet.

It is with a slight sense of disappointment that the comets report no enemy contact at the Three Captains. The fleet moves in without contest, with neither sail nor spar of the enemy sighted. The next grand battle of the fleets, sadly, has not yet arrived.

The transports are able to disgorge the fresh-faced marines without issue, reinforcing the spire with warm bodies, if not new weapons.

Inside The Spire
The new marines are a welcome addition, particularly since the Kasgyrites have gone back to their prior tactic of falling back, laying traps, and firing from ambush. We advance, but they frequently have the luxury of controlling when they engage, and they certainly were resupplied on explosives.

Attrition ends up getting the newbies shuffled forwards, but we're reasonably lucky. A few grenade laden ambushes killed PLACE operators, and could easily have destroyed a PLACE if it were not for good luck and excellent pushback from our crossbowmen. Still, one crash course in cannon operation later, and the new marines take the places of the dead.

The men and women of the Wrethan marines press forwards, and we're confident we have them on the ropes. However, if we continue to advance at our current pace, it is conceivable they could hold us back for another year, even without reinforcements.

Confirmed kills: Around 25% of an enemy squad
Losses: Squad J

Wreth has gained ground at the Three Captains



Spire Wreth

Three more comets have been completed, and two new squads of infantry have been trained for battle.



It is the beginning of the year 369 AR.

Spire Wreth's production stands at
13/y Crystal, 33/65 Banked
17/y Ore, 30/85 banked
19/y Wood, 59/95 banked
10/y Silk, 50/50 banked

It is now the design and project maintenance 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)

« Last Edit: November 13, 2017, 09:32:39 am by Draignean »
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milo christiansen

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2141 on: November 12, 2017, 04:34:10 pm »

Anyway, we know what we want for project advancement, so lets get voting.

Quote from: Votes
Windrider PL:
 - 2 dice: (1) Milo

Aether Forge:
 - 1 die: (1) Milo
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NUKE9.13

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2142 on: November 12, 2017, 04:38:03 pm »

Quote from: Votes
Project Maintenance:
2 dice to Production Line (Using 19C, 16O, 32W, 27S): (2) Milo, NUKE9.13

1 dice to Aetherforge (Free): (1) Milo
Sure.
« Last Edit: November 12, 2017, 04:41:19 pm by NUKE9.13 »
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10ebbor10

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2143 on: November 12, 2017, 05:11:02 pm »

Double Ambush V3

Yet another revision of an old tactic to improve upon things. Largely identical to the old tactic, the 3th iteration seeks to fix one major issue. In the old versionn captains were vulnerable to vessels of equal or greater speed. New regulations inform a captain such situation to turn his vessel around to open fire on his pursuer, while using the lift crystals to continue disengaging from the enemy.

Advanced Navigation

Keep track of positions in a Spire is not easy. Therefore, it's the job of this ebtire squad to plan out a route for the main army to take, and ensuring they stay on it. Priorities are to find positions where the units under their command would be most effective, avoid routes that allow for enemy ambushes, and in general speed up travel.
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10ebbor10

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2144 on: November 12, 2017, 05:15:33 pm »


Quote from: Votes
Project Maintenance:
2 dice to Production Line (Using 19C, 16O, 32W, 27S): (2) Milo, NUKE9.13
- Roll prototype with advantage :1 10ebbor10

1 dice to Aetherforge (Free): (1) Milo
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