Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 170 171 [172] 173 174 ... 187

Author Topic: Arms Race: War of the Cinder Spires | Spire Wreth  (Read 159610 times)

Tack

  • Bay Watcher
  • Giving nothing to a community who gave me so much.
    • View Profile
Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2565 on: April 09, 2018, 08:57:30 pm »

Turn thread

Our assault on the spire is going annoyingly slowly, but I daresay we won't have to deal with enemy fleets unless they build a new one at their home spire.
Whether or not it's worth staying though is another issue.

Let's finally settle TC at least, that way if we need to negotiate a ceasefire due to recent events we'll have a serious advantage.
Logged
Sentience, Endurance, and Thumbs: The Trifector of a Superpredator.
Yeah, he's a banned spammer. Normally we'd delete this thread too, but people were having too much fun with it by the time we got here.

milo christiansen

  • Bay Watcher
  • Something generic here
    • View Profile
Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2566 on: April 09, 2018, 09:00:02 pm »

Whether or not it's worth staying though is another issue.

....

if we need to negotiate a ceasefire due to recent events

Are... Are you feeling OK?
Logged
Rubble 8 - The most powerful modding suite in existence!
After all, coke is for furnaces, not for snorting.
You're not true dwarven royalty unless you own the complete 'Signature Collection' baby-bone bedroom set from NOKEAS

Tack

  • Bay Watcher
  • Giving nothing to a community who gave me so much.
    • View Profile
Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2567 on: April 09, 2018, 09:50:44 pm »

If we're still attacking their spire and they rock a viper up, they'd have a significant force multiplier, which could lose us a ship.
Logged
Sentience, Endurance, and Thumbs: The Trifector of a Superpredator.
Yeah, he's a banned spammer. Normally we'd delete this thread too, but people were having too much fun with it by the time we got here.

milo christiansen

  • Bay Watcher
  • Something generic here
    • View Profile
Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2568 on: April 09, 2018, 09:56:25 pm »

Very soon we will have TC in hand, at that point a defenseless demi-spire will be a great place to move most of the marines. It will actually be easier to take a demi-spire than one of the belt spires (we are already well equipped to deal with Kasgyre troops, while we lack equipment to handle hostile belt spire conditions), and much more importantly, taking a spire from Kasgyre hurts them and helps us.

Possibly losing a windrider or two to spire guns is nothing in the face of the possible gains.
Logged
Rubble 8 - The most powerful modding suite in existence!
After all, coke is for furnaces, not for snorting.
You're not true dwarven royalty unless you own the complete 'Signature Collection' baby-bone bedroom set from NOKEAS

milo christiansen

  • Bay Watcher
  • Something generic here
    • View Profile
Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2569 on: April 09, 2018, 10:08:08 pm »

Quote from: Plan A
Ships:
Windriders@WKD (Chimera, Longlast, Payoff, Black Ink): Dogpile
Skiffs@WKD: YARR

Crystalclear@TC: AGILE
Fukutu@Wreth: Move To TC, AGILE
Deadline@VV: Move to Wreth for repairs, AGILE

1 Skiff@TU: PEEK
All other skiffs at Wreth, TU and VV: Move to TC by shortest route available.

WOSV Marge, Shibboleth, Ledger: Wait at TC.

Marines:
Continue tactics from previous year.

Quote from: Vote Now!
Plan A: (1) Milo

Windrider Name:
- 'Vicious Quill' (1) Milo
« Last Edit: April 09, 2018, 10:11:28 pm by milo christiansen »
Logged
Rubble 8 - The most powerful modding suite in existence!
After all, coke is for furnaces, not for snorting.
You're not true dwarven royalty unless you own the complete 'Signature Collection' baby-bone bedroom set from NOKEAS

Tack

  • Bay Watcher
  • Giving nothing to a community who gave me so much.
    • View Profile
Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2570 on: April 09, 2018, 10:23:08 pm »

The spire is empty. Might as well have everyone pushing.
Logged
Sentience, Endurance, and Thumbs: The Trifector of a Superpredator.
Yeah, he's a banned spammer. Normally we'd delete this thread too, but people were having too much fun with it by the time we got here.

NUKE9.13

  • Bay Watcher
    • View Profile
Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2571 on: April 10, 2018, 05:04:34 am »

Quote from: Plan B
Production:
1xECD (2C, 6O, 4W, 1S)
2 fireteams worth of Flintlock Rifles (6O)
2 fireteams worth of Pincushions (6W)
1 squads worth of envenomed bolts (2W, 1S)
MK IV Wood Upgrade for Windrider PL (40W)
MK II Silk Upgrade for Windrider PL (10S)

Ships:
Windriders@WKD (Chimera, Longlast, Payoff, Black Ink): Dogpile
Skiffs@WKD: SWARM

Crystalclear@TC: Move to WKD, Dogpile
Fukutu@Wreth: Move To TC, AGILE
Deadline@VV: Move to Wreth via Miner's Folly for repairs, AGILE

1 Skiff@TU: PEEK
2 Skiffs@Wreth: Move to TC, AGILE

WOSV Marge, Shibboleth, Ledger: Wait at TC.
WOSV Imafuku: Load ECD and Squad C, move to TC.

Marines:
New squads:
Squad C: equip 2xFL Rifles, 2xPincushions, Envenomed Bolts, ECD. Load onto Imafuku.

All other squads:
Continue tactics from previous year.

Quote from: Vote Now!
Plan A: (1) Milo
Plan B: (1) NUKE9.13

Windrider Name:
- 'Vicious Quill' (2) Milo, NUKE9.13
« Last Edit: April 11, 2018, 12:05:44 pm by NUKE9.13 »
Logged
Long Live United Forenia!

Jilladilla

  • Bay Watcher
  • Most Sleep Deprived
    • View Profile
Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2572 on: April 10, 2018, 06:29:38 am »

Right, here's Plan C, which is pretty much Plan B, but with us loading up the transports in preparation for our assault on their Demispire. And the Comet at the Unfinished is sent forwards to try and snipe that transport we spotted loitering around the Unfinished when it fell.
Quote from: Plan C
Production:
1xECD (2C, 6O, 4W, 1S)
MK IV Wood Upgrade for Windrider PL (40W)
MK II Silk Upgrade for Windrider PL (10S)

Ships:
Windriders@WKD (Chimera, Longlast, Payoff, Black Ink): Dogpile
Skiffs@WKD: SWARM

Crystalclear@TC: Move to WKD, Dogpile
Fukutu@Wreth: Move To TC, AGILE
Deadline@VV: Move to Wreth via Miner's Folly for repairs, AGILE

1 Skiff@TU: Move to nearest Kasgyre Demispire, YARR
2 Skiffs@Wreth: Move to TC, AGILE

WOSV Marge, Shibboleth, Ledger: Wait at TC.

WOSV Imafuku: Load ECD, move to TC.
Marines:
Continue tactics from previous year.

Quote from: Vote Now!
Plan A: (1) Milo
Plan B: (1) NUKE9.13
Plan C: (1) Jilladilla

Windrider Name:
- 'Vicious Quill' (2) Milo, NUKE9.13
« Last Edit: April 10, 2018, 04:38:22 pm by Jilladilla »
Logged

Glory to United Forenia!

If you see a 'Nemonole' on the internet elsewhere, it's probably me

milo christiansen

  • Bay Watcher
  • Something generic here
    • View Profile
Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2573 on: April 10, 2018, 01:51:10 pm »

Quote from: Vote Now!
Plan A: (0)
Plan B: (2) NUKE9.13, Milo
Plan C: (1) Jilladilla

Windrider Name:
- 'Vicious Quill' (2) Milo, NUKE9.13

Edit: Changed vote.
« Last Edit: April 10, 2018, 02:00:53 pm by milo christiansen »
Logged
Rubble 8 - The most powerful modding suite in existence!
After all, coke is for furnaces, not for snorting.
You're not true dwarven royalty unless you own the complete 'Signature Collection' baby-bone bedroom set from NOKEAS

NUKE9.13

  • Bay Watcher
    • View Profile
Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2574 on: April 10, 2018, 01:56:09 pm »

Note that Draignean has confirmed that we don't need to pre-load marines:
Quote from: Discord
Draignean - Today at 5:00 PM
Correct. When it becomes a completely safe action to do so (no spire guns, no marine interference, no ship interference) loading/unloading  is free.
Logged
Long Live United Forenia!

andrea

  • Bay Watcher
    • View Profile
Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2575 on: April 10, 2018, 04:34:28 pm »

Compared to plan C: one extra ECD and some rifles plus some marines, the soldiers at TC don't get loaded (Draignean confirmed it is not needed), the skiff at TU doesn't advance.

Compared to plan B: one extra ECD and some rifles

Quote from: Plan D
Production:
2xECD (4C, 12O, 8W, 2S)
3x fireteams of rifles (9O)
MK III Wood Upgrade for Windrider PL (40W)
MK II Silk Upgrade for Windrider PL (10S)

Ships:
Windriders@WKD (Chimera, Longlast, Payoff, Black Ink): Dogpile
Skiffs@WKD: SWARM

Crystalclear@TC: Move to WKD, Dogpile
Fukutu@Wreth: Move To TC, AGILE
Deadline@VV: Move to Wreth via Miner's Folly for repairs, AGILE

1 Skiff@TU: PEEK
2 Skiffs@Wreth: Move to TC, AGILE

WOSV Marge, Shibboleth, Ledger: Wait at TC.


WOSV Imafuku: Load 2xECD, 3x fireteams of rifles, 2 units of marines. move to TC.


Marines:
Continue tactics from previous year.

Quote from: Vote Now!
Plan A:
Plan B: (1) NUKE9.13, Milo
Plan C: (1) Jilladilla
Plan D:(1) Andrea

Windrider Name:
- 'Vicious Quill' (2) Milo, NUKE9.13
« Last Edit: April 10, 2018, 04:38:13 pm by andrea »
Logged

johiah

  • Bay Watcher
    • View Profile
Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2576 on: April 11, 2018, 12:11:11 pm »

Quote from: Vote Now!
Plan A:
Plan B: (3) NUKE9.13, Milo, Johiah
Plan C: (1) Jilladilla
Plan D:(1) Andrea

Windrider Name:
- 'Vicious Quill' (3) Milo, NUKE9.13, Johiah
Seems to be basically the same as the others, so doing this to ensure a majority.
I could be convinced to switch.
Logged
Quote from: AoshimaMichio
Oh no, you won't laser my death star.
On a fun note, all of the beds just starting disintegrating

andrea

  • Bay Watcher
    • View Profile
Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2577 on: April 11, 2018, 12:14:44 pm »


Quote from: Vote Now!
Plan A:
Plan B: (4) NUKE9.13, Milo, Johiah, Andrea
Plan C: (1) Jilladilla
Plan D:(0)

Windrider Name:
- 'Vicious Quill' (3) Milo, NUKE9.13, Johiah

Voting B, due to a compromise agreement.

Draignean

  • Bay Watcher
  • Probably browsing tasteful erotic dolphin photos
    • View Profile
Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2578 on: April 13, 2018, 04:08:29 pm »


Three Captains

The air around the Three Captains is business as usual. The Crystalclear leaves on schedule to provide additional support on the Kasgyrite front, the Fukutu arrives in similar clockwork fashion with a pair of freshly manufactured skiffs.

After the Marines within the Spire report that things are clear enough for civilian transports, the real work begins. New docks are erected, defense guns set up, and ordinary people prepare to start making lives at the Three Captains. It's the first new territory captured in 25 years of war, and the storm of paperwork needed to properly catalog and approve the necessary expenditures is... monumental. Still, if there's anyone up for the task, it's Wrethan scribes.

Inside The Spire

The marines are able to push forward and claim the spire with minimal native resistance. A few giant spiders raise furtive pedipalps, and subsequently get shot to hell. It takes some time, but the infantry are able to clear enough of the Spire to start clearing ground to start actual habitations and mining operations. There still much that's unexplored, but that can, hopefully, but done by civilians and verminators.

In the following months, the inside of the Spire changes as civilian transports bring in tools, teams of workers, and the materials needed to construct a burgeoning pioneer town to mine resources and export back to Spire Wreth. The marines who'd been fighting for years suddenly find themselves, comparatively, in the lap of luxury, heroes of the frontier called out only occasionally to kill a nest of spiders, but always brought back to warm beds, wine, and a fortifying helping of paperwork.

Near the end of the year, however, a verminator exploration team encounters something in the deepest levels of the Three Captains, in tunnels that stretch below the mist line. The spiders have been steadily pulling back from human contact, seeming now to understand that to attack is to die- an unexpected measure of intelligence. In those depths, the Verminators find a cavern that opens to the outside, to the area surrounded by the fingers of the Three captains.

Suspended from the three immense pillars of the Demi-Spire is a single, vast web. And in the center of that web is a spider matriarch.  The verminators report a feeling of enormous age to the creature, and note that hundreds of comparatively smaller spiders clustered around her, both to defend her and to tend her ancient body. Though it would be madness to say that the elder matriarch spoke, all the verminators present report experiencing a series of connected images and feelings. The report that the experience was not harmful, and that it appeared to be a form of communication from the matriarch.

Their story, pieced together and occasionally vague though it might be, is that the Matriarch understands that she has been beaten. She is old, and her children come too slowly now, and she cannot muster enough resistance to defend her home. However, she does not wish to die. She is different from the monsters below, an experiment from another age, and she remembers things from that era. Bits and pieces, nothing she understands, but things that might help you. If you allow her and her kind to live on the lower levels, she can help, providing ancient knowledge and fresh insights from time to time.

The verminators, however, have a separate plan. While a head-on attack would be suicide, a few controlled gunpowder charges at the web's anchor points could dislodge the monster and send it splattering back to the surface where its own kind can deal with it. Not only would it get rid of a monstrous fiend, but the lack of matriarch would greatly simplify silk collection within the spire itself- and from the ruins of the great web.

You must vote on this matter before the next Battle Report
A. Let the Matriarch Live. Going forward, you will be able to burn a die to get a guaranteed +1 on any roll once per year, but it can't bring the roll above 6.
B. Kill the Matriarch. Going forward the Three Captains gets +4 silk production.



Western Kasgyrite Demispire

The siege continues, reinforced by the Crystalclear arriving to ply additional cannon support. Defensive fire is now largely uncoordinated, as their remaining positions are spread thin and can provide only sporadic mutual support. There is still no sign that the Kasgyrites are marshaling support, and the only fire the ships take is from the spire itself.

One more skiff goes down to a bit of bad luck focused fire, but that's really it as far as casualties inflicted.

Blockade captains have noted, however, that the civilian ships have been taking more... suicidal risks in fleeing the spire. Waiting for storms, running in the dead of night, and similar maneuvers- but they're also not terribly great at it. It's relatively easy to continue to pick them off, but some continue to get through.

Kills: Demispire defenses are down to 25%, production reduced by 70%.
Losses: One comet.



The Unfinished

The scout stationed around the ruins of the Unfinished has some interesting reports to make. Granted, he also makes a number of spectacularly uninteresting reports about the ominous shapes he thinks he sees in the rubble below when the mists are low, but those are forgiven when he reports on sighting the large Kasgyrite vessel originally spotted at the Verdant Vista. She's retreating, along with a single Skiff and another transport. They are not making for Kasgyre, however, and are instead heading into the belt.

The scout remained unseen, and immediately resumes reporting on the ominous qualities of the Unfinished Spire's rubble.



Spire Wreth

The Deadline returns to Wreth, getting its webbing stocks replenished at port.

The new Windrider, WOSV Vicious Quill, comes into service along with two additional skiffs, and two more squads of marines.



It is now the beginning of the year 379 AR.

Spire Wreth's Production Stands At,
13(+1)/y Crystal, 60/65 Banked
19(+8)/y Ore, 35/135 banked
19(+2)/y Wood, 54/105 banked
10(+6)/y Silk, 40/80 banked

It is the design and project maintenance phase. 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: Infantry (click to show/hide)

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



Logged
I have a degree in Computer Seance, that means I'm officially qualified to tell you that the problem with your system is that it's possessed by Satan.
---
Q: "Do you have any idea what you're doing?"
A: "No, not particularly."

andrea

  • Bay Watcher
    • View Profile
Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2579 on: April 13, 2018, 05:14:17 pm »

Choices here are 5 dice to white powder (98% chance of completing it, 90% of getting a refunded die to do PL improvement) or 4 dice to white powder (90% chance of finishing it and 100 % of doing the PL improvement to full EMERALD).

This is the last turn in which our expeditionary force can be easily supplied with white powder, while they are in friendly land.  If we don't get it this turn, it will be delayed by the long travel time ( takes a transport 2 turns to move from Wreth to WKD). And most of our rifles there are fairly old by now, ripe for accidents and explosions with the old black powder.
The argument was made that if we miss the PL this turn (10% chance), we could lose control of TC to the transports in the belt. However, TC has marines in it, local militia, spire guns and ships around it. Plus, it may still have some fortifications. I don't think there is any risk of losing it.

Either way, whatever we choose chances are we get both things. It is just a matter of which we want to ensure.

Quote from: votes
White powder
-5 dice: (1) Andrea
-4 dice: (0)
Pages: 1 ... 170 171 [172] 173 174 ... 187