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Author Topic: Arms Race: War of the Cinder Spires | Spire Wreth  (Read 161541 times)

milo christiansen

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2145 on: November 12, 2017, 05:17:07 pm »

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

1 dice to Aetherforge (Free): (1) Milo
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Madman198237

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2146 on: November 12, 2017, 05:23:42 pm »

Quote from: Votes
Project Maintenance:
Project Maintenance:
WINDRIDER PL:
-2 dice to Production Line (Using 19C, 16O, 32W, 27S): (2) Milo, NUKE9.13
-2 dice to Production Line (16C + 16O + 35W + 27S): (1) Madman
(The below applies to either one of the above that wins)
- Roll prototype with advantage: (3) 10ebbor10, Milo, Madman

1 dice to Aetherforge (Free): (2) Milo, Madman
Crystal, 23/65 Banked
Ore, 30/85 banked
Wood, 59/95 banked
Silk, 50/50 banked
LEFT WITH
7 C
14 O
24 W
23 S
Can move 6 squads this turn, meaning 1 squad of gauntlets (Rem: 3C,10O) plus 2 squads' worth of swords (6O remaining) for the Unfinished, which also gets the MOVE-PLACEs. 1 squad, Suppressors, one squad Pincushions, two sets Envenomed Bolts. 0W remaining, 2O remaining.
That leaves:
2 Swords Squads, 2 MOVE-PLACEs TU
---Escorted by 3 Comets, or fewer if we believe it reasonable.
1 Gauntlet Squad, Two squads crossbows with Envenomed Bolts, TC
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andrea

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2147 on: November 13, 2017, 09:46:43 am »


Quote from: Votes
Project Maintenance:
Project Maintenance:
WINDRIDER PL:
-2 dice to Production Line (Using 19C, 16O, 32W, 27S): (3) Milo, NUKE9.13, Andrea
-2 dice to Production Line (16C + 16O + 35W + 27S): (1) Madman
(The below applies to either one of the above that wins)
- Roll prototype with advantage: (4) 10ebbor10, Milo, Madman, Andrea

1 dice to Aetherforge (Free): (2) Milo, Madman

NUKE9.13

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2148 on: November 13, 2017, 10:15:08 am »

So, okay. This turn, 2 dice into PL. That much is locked in.
However, I think we can afford to, in the next two turns, take one die off, in order to have the resources to arm more marines. So we'd be spending in these three turns 5 dice instead of 6.

We'd be sending one transport load of marines to TC, and waiting until next turn to send dudes to TU. I haven't done the math on what we can spend on their equipment, but we should be able to equip the TC marines reasonably well.
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andrea

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2149 on: November 13, 2017, 11:32:52 am »



Quote from: Votes
Project Maintenance:
Project Maintenance:
WINDRIDER PL:
-2 dice to Production Line (Using 19C, 16O, 32W, 27S): (3) Milo, NUKE9.13, Andrea
-2 dice to Production Line (16C + 16O + 35W + 27S): (1) Madman
(The below applies to either one of the above that wins)
- Roll prototype with advantage: (4) 10ebbor10, Milo, Madman, Andrea

1 dice to Aetherforge (Free): (2) Milo, Madman
0 dice to Aetherforge (Free): (1) Andrea


I added the no dice to aetherforge vote. Rationale: some people want to try landing fully equipped soldiers at TC this turn. If a decision is taken to go that way, we could use the extra die to revise a dragun based field cannon, to solve the little issue with their barrier.

NUKE9.13

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2150 on: November 13, 2017, 11:34:56 am »

Quote from: Votes
Project Maintenance:
Project Maintenance:
WINDRIDER PL:
-2 dice to Production Line (Using 19C, 16O, 32W, 27S): (3) Milo, NUKE9.13, Andrea
-2 dice to Production Line (16C + 16O + 35W + 27S): (1) Madman
(The below applies to either one of the above that wins)
- Roll prototype with advantage: (4) 10ebbor10, Milo, Madman, Andrea

1 dice to Aetherforge (Free): (2) Milo, Madman
0 dice to Aetherforge (Free): (2) Andrea, NUKE9.13
Yeah, and since we're nowhere near the cap, it's not like the dice will be wasted if we don't spend them.
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2151 on: November 13, 2017, 01:54:13 pm »

I'll be running this phase shortly, so if ye have objections, let them be known swiftly.
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2152 on: November 13, 2017, 02:24:31 pm »

Windrider Production Line
Progress: 17/40 (1+1)
A staggering setback hits the Windrider production line when the cigar of a careless bureaucrat ignites a significant portion of the financing papers which carry the file identifiers of the requisition slips to pull authority manifests from high echelon reserve monetary trusts. It's not a disaster, but the time spent filling out the authorization requests to gain access to the accidental destruction forms in order to then receive the necessary paperwork to write an invoice to have the protected secondary financing papers transferred to the main project -as well as filling out secondary and triplicate paperwork to the DORD in order to have a new series of reserve copies written and filed into protective care- does mean that very little progress is made.


Aetherforge
Progress: 2/40
As much or more work goes into deciphering the savants cryptic designs and reconciling some of his calculations with the known parameters of modern physics. Some irregularities are irreconcilable, and engineers have resigned themselves to trying to build a faithful prototype first and devoting time to gaining understanding second if it works. Still, it's slow going, particularly given the brevity of the descriptive writings.




Spire Wreth's production stands at
13/y Crystal, 14/65 Banked
17/y Ore, 14/85 banked
19/y Wood, 27/95 banked
10/y Silk, 23/50 banked

It is now the revision phase. You have 2 dice to spend.

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Spoiler: Infantry (click to show/hide)

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Current Technology

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« Last Edit: November 13, 2017, 02:34:42 pm by Draignean »
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milo christiansen

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2153 on: November 13, 2017, 03:55:58 pm »

In some ways I would prefer if DAv3 was a single wave instead of two, so I'll switch my vote if someone writes that up.

Quote from: Votes
Double Ambush v3: (1) Milo
Advanced Navigation: (1) Milo
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NUKE9.13

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2154 on: November 14, 2017, 12:55:46 pm »

Windrider Production Line
Progress: 17/40 (1+1)
Wailey wailey wailey.

Anywailey.

I like the navigation tactic. That might actually help against their ambushes & traps. I'm not sure about DAv3, though. They may have a counter-tactic lined up. Like "Let the first wave go by, then get ready to fire on the second wave". In which case doing just one wave might actually be a good idea. On the other hand, at that point it's just a regular ambush, giving us no better chance of killing transports.
...eh, I guess it's fine.

Since people are of the opinion that we either take out their transports or protect our own, I guess I'll vote for taking out their transports. We can always deliver more troops next turn if necessary.
In that case, I would be voting for sending 4sword&2PLACE to TU this turn. With a... hmm... one Comet escort. We need the other two at TC. If they do have skiffs at TU, they're likely not superskiffs, and there's probably no more than two of them. A single Comet should be able to hold them off for long enough that the transports can unload.

Quote from: Votes
Double Ambush v3: (2) Milo, NUKE9.13
Advanced Navigation: (2) Milo, NUKE9.13
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Madman198237

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2155 on: November 14, 2017, 05:06:29 pm »

If we send transports or not, we have to beat their fleet.

We gain nothing, fleet-strength-wise, by waiting. We do not know what they might gain, but let's assume it's horrible for us, because it probably is (That or it's going to roll triplet cyclopean babies, but that's statistically unlikely [and horrifying]). Therefore, our best chance to win the fleet battle is to go now.

If we raid their transports, they gain whatever tech they're developing or they build more new superskiffs or they do this, that, and the other thing, and the end result is that we're in MASSIVE trouble because we chose to throw away some Skiffs (We WILL lose some in the raid, it's basically guaranteed) in exchange for hopefully all their transports but maybe not.
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Jilladilla

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2156 on: November 14, 2017, 10:03:28 pm »

Ok, I'm still on the fence between Fleet Battle, and just sniping the next wave of transports. So here's a tactic so we can pretty much go 'Well why not both?'

Logisticician's Bane (better name requested?)
A variation of the classic Double Ambush, this Tactic is meant for integration into a standard fleet engagement.
Ships on this tactic wait at high altitude (although not sufficiently high for the chill to set into our men), spying on the enemy with their PEEKs, waiting for their fleet to move to engage the bulk of our Fleet. Once they abandon their transports to do so, these ships will dive upon the defenseless transports, destroying them.
After doing so, they move to support the rest of the Fleet in battle, doing their best to work their way into the formations being utilized.

Quote from: Votes
Double Ambush v3: (2) Milo, NUKE9.13
Advanced Navigation: (3) Milo, NUKE9.13, Jilladilla
Logisticician's Bane:
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Madman198237

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2157 on: November 14, 2017, 10:10:08 pm »

Quote from: Votes
Double Ambush v3: (2) Milo, NUKE9.13
Advanced Navigation: (4) Milo, NUKE9.13, Jilladilla, Madman
Logisticician's Bane: (1) Madman

In the interests of at least laying down a vote before the turn shows up.
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2158 on: November 15, 2017, 10:01:21 am »

Advanced Navigation
Efficacy: 5
Apparently having a very fancy name helps people come to terms with the fact that their job is to be a glorified scouting party. Insisting on referring to themselves as 'Navigators', designated squads are quite good at getting the lay of the land and plotting viable routes forward that reduce the risk to their teams.

Double Ambush V3
Efficacy: 6
The men are getting quite good at this, and the minor changes to the old tactic are accepted without so much as a batted eyelash.




Spire Wreth's production stands at
13/y Crystal, 14/65 Banked
17/y Ore, 14/85 banked
19/y Wood, 27/95 banked
10/y Silk, 23/50 banked

It is 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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NUKE9.13

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2159 on: November 15, 2017, 10:39:24 am »

Quote from: Plan A
Production:
4xSwords (8 Ore)

Ships:
WOSV Batholith: Load 1 MOVE-PLACE, Squads U-A and U-B. Move to the Unfinished and unload.
WOSV Shibboleth: Load 1 MOVE-PLACE, Squads U-C and U-D. Move to the Unfinished and unload.
1xComet @Wreth: Escort transports to the Unfinished. Tactic: High Vigil.

WOSV Marge: Move to Wreth.

2xComet @Wreth: Move to Three Captains, join fleet. Tactic: Double Ambush V3
2xWindrider @TC: Tactic: DAv3
1xComet @TC: Tactic DAv3

Marines:
Squads A&C: NO TACTIC (Replace losses in other squads)
Squads D&E: Anti-Flanking
Squads F,G,I: Pin Down
Squad H: Advanced Navigation

Squads U-A,C: Equip Swords. Tactic: Massed Fire & Charge
Squads U-B,D: Equip Swords, MOVE-PLACE. Tactic: Scorched Roads.
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