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Author Topic: Arms Race: War of the Cinder Spires | Spire Kasgyr  (Read 153623 times)

Jerick

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #570 on: August 01, 2017, 01:48:33 pm »

Quick nitpick here, our transport barges should be at zero.

Move barges and skiff & viper back to the home spire, and then we need to figure out what to build for our new marine squads.

(Wait..  Were people seriously suggesting we just waste 3 dice to get an idea on the project costs?)
I support pulling back to the Spire. We've taken out two of their transports in two turns, hulls take a full turn to finish. Even if they've spent the resources to replace them they are very unlikely to send a transport to a Spire with an unknown enemy warship even under escort. On the building front I had heard mumerings that the plan was to start building a new Viper hull.
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Kashyyk

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #571 on: August 01, 2017, 01:54:57 pm »

(Wait..  Were people seriously suggesting we just waste 3 dice to get an idea on the project costs?)
Apparently. Crazy right? I'm very keen on the idea of rushing the Production Line and revising out the bugs though. It will save us a lot of resources, and we could theoretically revise out multiple bugs each die.
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somemildmanneredidiot

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #572 on: August 01, 2017, 01:57:38 pm »

Ah. Well, now I know. Looks like we may want to delay starting that second production line then. In any case:

Quote from: Production Plan "Hull today, Gone tomorrow"
1 Viper Hull: 12 Wood, 5 Ore: 1: SMMI

Basically, we want a new Viper, and we need to spend 1 turn making the Hull before we can use it. With the resources next turn, we'll be able to outfit it and ship it out to where we want to. We'll end up with some losses this turn in any case so we won't want to spend all of our resources just in case.

Quote from: Defensive Stationing
Start Location: Spire Kasgyre: 2 x Skiffs: End Location: Glowcave
Start Location: Three Captains: 1 x Skiff: End Location: Spire Kasgyr
Start Location: Wreth Left Demispire: 1 x Skiff: End Location: Three Captains
Start Location: Three Captains: 2 x Transports: End Location: Spire Kasgyr

The 4 Skiffs at Glowcave should be able to act as an interception force if they attempt to go into our area, hopefully. If not, they'll be well positioned to move where we need them next turn. A Viper and a Skiff should be enough to guard the Captains until we can repel the Wreth sufficiently and get some more Vipers in the field.

Quote from: Deployment
"Defensive Stationing": 1: SMMI
« Last Edit: August 01, 2017, 02:19:34 pm by somemildmanneredidiot »
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"As to why you'd want to [throw your sword in combat] at all? The answer is pretty simple: There's someone you want to stab, but they're all the way over there, and walking is for peasants." - Starke of How To Fight Write

Jerick

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #573 on: August 01, 2017, 02:07:29 pm »

Quote from: Regroup
All ships at the three captains escort transports back to home spire.

Skyskiff at Glowcove remain on station using ambush tactics.

Two skyskiffs from home spire to Glowcove

Skyskiff at left enemy demi spire advance to middle enemy demi spire and use ambush tactics on anything that tries to pass through
The skyskiff at the enemy demi spire will get wiped out if it stays there. Now we could pull it back to our left demi spire but we lack info on what's going on behind enemy lines. If we move the skyskiff into the middle we'll know if the enemy is moving skiffs through there (but unless he survives not which direction).
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Taricus

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #574 on: August 01, 2017, 02:08:57 pm »

@SMMI our skiff at the three captains can't reach glowcove, they can only move two 'spaces' a turn. Anyway, our new corvette is going to need more than just the hull to get working, so we may as well get the important fittings installed as well.

Quote from: Production Plan Viper
Lay down the hull and basic crystals of the RKNV Viper (Viper-Class Corvette Hull, Medium Core Crystal, Small lift crystal, basic webbing) [12 Wood, 21 Crystal, 7 ore & 12 silk]
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Jerick

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #575 on: August 01, 2017, 02:11:26 pm »

Also SMMI your plan leaves the transports at the three captains which is something we do not want.
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Taricus

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #576 on: August 01, 2017, 02:13:12 pm »

Yeah, we need to pull them back to the capital and fill them up with marines to either reinforce the three captains with more bodies or to assault the unfinished spire.
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Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

somemildmanneredidiot

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #577 on: August 01, 2017, 02:22:26 pm »

Noted and adjusted. In regards to arming the Viper, I've confirmed that literally everything besides the hull can be produced and mounted the same turn as it's made, so we don't need to spend those resources immediately.
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"As to why you'd want to [throw your sword in combat] at all? The answer is pretty simple: There's someone you want to stab, but they're all the way over there, and walking is for peasants." - Starke of How To Fight Write

Taricus

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #578 on: August 01, 2017, 02:24:25 pm »

Is there a reason not to? I mean we're getting more skiffs automatically and we'll have enough ore and crystal to help arm our next load of marines.
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Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

helmacon

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #579 on: August 01, 2017, 03:07:51 pm »

The better question is " is there a reason to do so?"

Waiting to produce the equipment later will have zero negative effect. Having the extra resources in the bank ( provided we are not pushing the upper limit) will allow us more flexibility should something unexpected happen.
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VoidSlayer

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #580 on: August 01, 2017, 03:36:52 pm »

I agree, if we suddenly need to outfit two marine units all with crossbows or develop an awesome new expensive cannon or something having those in the bank would be a good idea.

Taricus

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #581 on: August 01, 2017, 04:03:36 pm »

We should look into the possibility of setting up production lines for infantry equipment and armour in the future to alleviate that. Besides, we shouldn't need more than squad support weapons and cutlasses at this stage.
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Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

VoidSlayer

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #582 on: August 01, 2017, 04:59:11 pm »

We should look into the possibility of setting up production lines for infantry equipment and armour in the future to alleviate that. Besides, we shouldn't need more than squad support weapons and cutlasses at this stage.

Yeah, the transport difficulties and focus on sky power makes them not too useful, if we really get inot a slug fest though a shock troop of fully armed and armored soldiers would be a good idea.

helmacon

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #583 on: August 01, 2017, 05:32:27 pm »

Hey guys, we should also buy some armor for the viper while it's back at the home spire.
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somemildmanneredidiot

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #584 on: August 01, 2017, 07:43:34 pm »

Not enough Ore for that and the production of the cannons/etc we need for the new Viper.

Also, votes please?
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"As to why you'd want to [throw your sword in combat] at all? The answer is pretty simple: There's someone you want to stab, but they're all the way over there, and walking is for peasants." - Starke of How To Fight Write
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