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Author Topic: Arms Race: War of the Cinder Spires | Spire Wreth  (Read 161494 times)

Tack

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2760 on: August 16, 2018, 01:18:56 pm »

Remember, loving TITS is not for all men, just a statistically large portion of men.
That being said hehehehehehe boobs.
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NUKE9.13

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2761 on: August 16, 2018, 01:35:41 pm »

Quote from: Plan A
Production:
4 squads worth of Suppressors: 16O, 32W
3 squads worth of envenomed bolts: 6W, 3S
4 squads worth of Cutlasses: 8O
20 Silk Vests: 20S
2xECD: 4C, 12O, 8W, 2S
1xMOVE-PLACE: 2C, 3O, 1S
---
6C, 39O, 46W, 26S

Name the new Windrider "WOSV Archive"


Ships:
Windrider Papertrail @Wreth: Move to TC, tactic Boom & Zoom.
2 Meteors @Wreth: Move to TC, tactic SWARM.

Windrider Formal Notice @TC: Move to BS, tactic Dogpile.
2 Meteors @TC: Move to BS, tactic SWARM.

Windriders End of the Road & Payoff @BS: Tactic Dogpile.
3 Comets @BS: Tactic TITS.
1 Comet @BS: Tactic Mistwatch (into SWARM with newly arriving Meteors).
1 Comet @BS: Tactic High Vigil (into SWARM with newly arriving Meteors).

Windrider Longlast @HM: Move to Wreth. Just sit in the docks for now. Crew gets shore leave. Shiny medals for everyone.

Transport Ledger @TC: Move to BS, unload.
Transport Imafuku @HM: Move to BS, unload.

Transport Marge @HM: Move to Wreth, load squads C & F, move to HM.
Transport Shibboleth @HM: Move to Wreth, load squads H & K, move to HM.


Infantry:
@Wreth:
Squads C, F: Equip Suppressors, Envenomed Bolts, Cutlasses, Officer & Team Lead Aethersilk Vests, 1xECD (squad C). Load onto Transport Marge.
Squad H: Equip Suppressors, Envenomed Bolts, Cutlasses, Officer & Team Lead Aethersilk Vests, 1xMOVE-PLACE. Load onto Transport Shibboleth.
Squad K: Equip Suppressors, Cutlasses, Officer & Team Lead Aethersilk Vests, 1xECD. Load onto Transport Shibboleth.

@BS:
Squads B & I: Retreat, tactic Scorched Earth.
Squad E: Transfer equipment to squad SOA. Retreat, tactic Advanced Navigation.
Squad J: Transfer equipment to squad SOB. Retreat, tactic Advanced Navigation.
Squad SOB: Retreat, tactic Anti-Flanking
Squads D, A, SOA, SOC: Retreat, tactic Fortify.
« Last Edit: August 17, 2018, 01:27:41 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 #2762 on: August 16, 2018, 03:17:07 pm »

Quote from: Votebox of Ultimate Power
Plan A: (1) Milo
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10ebbor10

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2763 on: August 17, 2018, 11:39:53 am »

Quote from: Votebox of Ultimate Power
Plan A: (2) Milo, 10ebbor10
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NUKE9.13

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2764 on: August 17, 2018, 01:32:42 pm »

Quote from: Votebox of Ultimate Power
Plan A: (3) Milo, 10ebbor10, NUKE9.13
What could possibly go wrong.
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Madman198237

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2765 on: August 17, 2018, 02:05:45 pm »

Quote from: Screw the Idiotball
Marine Squad Coordination Training
A comprehensive upgrade to our Marine Academy, MSCT trains Wrethan Marines to the highest levels of tactical prowess (well, at least enough so that when they die they die doing something tactically intelligent instead of dying while doing something terminally stupid), with a training course built around the field experience of our marine units and the equipment they have available for use. Standard Marine Squads are now better separated into their fireteams, with three fireteam leaders under the squad leader all formally trained in basic tactics and capable of deciding on the fly when to pursue the tactics they've been given, when to modify them, and when to run away perform a tactical repositioning maneuver towards the nearest cannon emplacement. A Standard Squad is now not trained in artillery usage, but instead heavily trained in marksmanship with all basic weapons that we have available. An Artillery Squad is, however, specialized in artillery usage. Each fireteam is drilled to the point of perfection whether operating a PLACE or a Dragun. Any fireteam not operating a cannon is capable of using regular pathetic infantry weapons where necessary to defend the artillery pieces, though they are by no means as skilled at it as regular Marines. The minimum goal for this project is to produce one Standard Squad per year, plus one Artillery Squad, instead of the basic Marine Units presently created.

I roughed out a somewhat-simple specialization and improvement design for our Marine Academy. It basically just allows for courses of action other than those that can charitably be described as "tactically unsound", and gets us specialized artillery units to speed up Dragun firerates and possibly also PLACE operations.
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johiah

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2766 on: August 18, 2018, 04:14:30 pm »

Quote from: Votebox of Mildly Decent Power
Plan A: (3) Milo, 10ebbor10, Johiah
Only complaint is that I think it needs more TITS.
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milo christiansen

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2767 on: August 18, 2018, 08:07:52 pm »

Quote from: Votebox of Ultimate Power
Plan A: (4) Milo, 10ebbor10, NUKE9.13, Johiah
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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2768 on: August 18, 2018, 08:11:58 pm »

Oh I managed to not include nuke. How TF did that happen?
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2769 on: August 22, 2018, 04:22:10 pm »

Blackstone

There's only one word on the mouth's of our skiff pilots, and that word is TITS. While there's now sign of the Warship that fled combat on our last battle, our devoted TITS experts were able to find and pursue the transport they used to reinforce last year. Three wrethan pilots against a single kasgyrite transport isn't much of a challenge. A couple coordinated salvos breaches its shroud, letting the next attack run tear the transport apart. Likely empty, but it still one more transport we don't have to shoot down in future.

The rest of the year is surprisingly quiet. Kasgyre doesn't attack, and we're able to reinforce our defense fleet without undue issue.

Kills: 1x Kasgyrite Transport

Inside the Spire
The Kasgyrites don't make a hard advance, and our men are able to get away mostly clean. Our scorched earth tactics may have inflicted unnecessary civilian casualties- but the fault for that still lies with the Kasgyrian imperialist government which brought civilians into the fighting in the first place.

Our pathfinding squads indicate that Kasgyre is actually hanging back, making fortifications and digging in. Interestingly, this has created a no-man's land between us- where we've lost ground but they haven't gained it yet.

After falling back, our men begin setting up urban fortifications, preparing for an extended siege. The reinforcements that arrived will be necessary in order to win this spire, and the promise of more coming soon does much to raise the battered morale of the  marines on the ground. Hopefully time will be on our side, and we can at last bring order to Blackstone.

Wreth has Lost Ground at Blackstone



The Unfinished

While the reports from the skiff at the Unfinished have not typically made it into the official briefing, they were coming in steadily. Emphasis 'were'. Something happened in the aerosphere around the destroyed spire to cause the Skiff captain to stop writing reports.

Presumed Lost: 1x Skyskiff



Burned Mountain

Another year, another couple lazy circles around a giant volcano. At least this year no one gets caught in a freak acid cloud or accidentally choked by smoke.



Three Captains

Continuing to act as a military Hub, the fresh meteors and Windrider arrive from Wreth and last years arrivals depart to Reinforce Blackstone.



Spire Wreth

The WOSV Archive is put into service, along with a new pair of meteors.  Two more squads of infantry are also trained to enter service.

The battlescarred Longlast arrives back in port, much to the enthusiasm of the general public. It's nice to see at least some units of naval service come back from the front every decade or three.



It is now the beginning of the year 385 AR.

Spire Wreth's Production Stands At,
13(+1)/y Crystal, 37/70 Banked
19(+8)/y Ore, 28/135 banked
19(+2)/y Wood, 30/105 banked
10(+6)/y Silk, 67/80 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)



« Last Edit: August 22, 2018, 05:16:42 pm by Draignean »
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10ebbor10

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2770 on: August 22, 2018, 04:45:16 pm »

Structured Webbing

Webbing, despite it's enormous importance in modern day society and warfare, is still abadly understood thing. In fact, untill recently no scientist or engineer had ever seen a web in it's original state. The workers who gathered them in the deptha below did see them, of course, but they were either convicts or insane. In either case, they had nothing important to say.

Recent discoveries from a classified source have shook things up, however. We've seen an actusl web, and we've figured out that not all silk is identical. Instead, a web is an intricate structure of many different kinds of silk, each with their own specific purpose. Harvesting strands, that take the aether from the air, conduit strands, that gather and spread it through the web, and structural strands, that keep the entire thing from collapsing.

By paying attention to which bit of silk we attach where, we can replicate this structurr in our own webbing, creating a stronger and more efficient web.
« Last Edit: August 22, 2018, 04:47:54 pm by 10ebbor10 »
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NUKE9.13

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2771 on: August 23, 2018, 05:45:14 am »

Whilst the above has merit, I think Braided Webbing would be simpler, and have equivalent results. The potential applications of the knowledge gained from Structured Webbing are interesting, but I'm not sure the increased project difficulty would be worth maybe doing something else interesting with silk in the future. Then again, maybe it would. Maybe pitch some future applications, that might convince me to support it.

Quote
Braided Webbing: Webbing. Such a simple thing. Reams of silk that catch the aetherwinds and shunt them into a core crystal. For centuries, it has gone basically unchanged, because why improve on what works well enough?
Today, it does not work well enough. The Stormprince's webbing is too vulnerable. War demands improvement. But how can we improve on such a tried and true concept? What human knows a better way of deploying silk?
It is fortunate, then, that we are not limited to human experience. We've sent our weavers to Three Captains, to visit Spiderfriend, and learn from her web-weaving techniques unlike anything we've seen before.
Those who survived the experience with intact sanity have returned to us a proposal for 'Clk clk kshh clk tik', or 'Braided Webbing' in human parlance. By carefully weaving several strands of webbing around each other, we can improve on basic webbing in two ways: firstly, the braids are stronger than individual strands, and are capable of withstanding greater damage; secondly, as aether is siphoned in a twisting motion down the braids, it causes sympathetic currents in the surrounding aether that draws it towards the webbing, thereby increasing the yield per section of webbing. There is a downside, in that this technique requires greater quantities of silk in order to create a single section of webbing, though this is partially offset by the reduced amount of webbing required.
Our tentative goal is that ships using Braided Webbing would require ~33% less sections of webbing, and that webbing should be ~50% more durable (whilst requiring ~100% more silk per section). Obviously no one is going to complain if results turn out better than expected.

Andrea raised the concern that the missing skiff at TU might herald a Kasgyrite invasion/blockade of Verdant Vista, and suggested that we should create a Stormprince pattern this turn, lest we lose access to VV's resources.
There is another option, although it is slightly dice-inefficient. We could spend only one die on GWS this turn (and two next turn- it's not like we could finish it this turn, so this part is no less efficient than doing two this turn and one the next), three dice on improved webbing, and spend the remaining die creating an SP pattern. The inefficiency would arise if we finished the improved webbing design before GWS, meaning we'd have to spend another die on a new SP pattern with the new webbing- 'wasting' the die we spent on the first pattern.
Still, I think given the SP's main weakness is its webbing, I think developing better webbing ASAP is important. So I'm going to vote for this option for now.

Quote from: Cirwviz
Project Progress:
One die to GWS (spending 10C, 12O, 15W, 10S): (1) NUKE9.13

New Projects:
Structured Webbing (3 dice):
Braided Webbing (3 dice): (1) NUKE9.13

Save 1 die: (1) NUKE9.13
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10ebbor10

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2772 on: August 23, 2018, 06:58:11 am »

Quote
Project Progress:
One die to GWS (spending 10C, 12O, 15W, 10S): (2) NUKE9.13 , 10ebbor10

New Projects:
Structured Webbing (3 dice): (1) 10ebbor10
Braided Webbing (3 dice): (1) NUKE9.13

Save 1 die: (2) NUKE9.13 , 10ebbor10
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Tack

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2773 on: August 23, 2018, 08:07:32 am »

How much progress can we actually afford on GWS?
Because I’d actually be tempted to say we’re better off throwing as much as possible into better webbing.
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NUKE9.13

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2774 on: August 23, 2018, 08:14:21 am »

Well, I guess we could do no progress to the GWS this turn, and put an extra die into webbing progress. We'd have to stockpile some silk vests to not overflow on silk, but that's not a big deal. So long as we spend three dice total in this turn and the next, we're not losing any efficiency. Heck, we could wait until the turn after and roll four at once, and only be inefficient if the first three all roll 6s.
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