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Author Topic: Arms Race: War of the Cinder Spires | Spire Kasgyr  (Read 150627 times)

Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1425 on: November 07, 2017, 04:23:04 pm »

Three Captains

The full fleet moves to Three Captains in order to escort the relief mission, but the journey is not without incident. All seems well at first. The scout reports that the Wrethan fleet appears to have cleared out, leaving the Spire undefended and the airspace clear. The air is quiet, too quiet.

By the time the scout spotted the enemy skiff pair diving, it was too late to get off more than the briefest of flashsign warnings. The pair was fast, meteorically so, and they focused the full power of their attack run on Mercury and the Artemis- ignoring the combat vessels. Their cannons were clearly of the stronger variant of Wreth aetherics. A single well focused pair of shouts burned a hole in the Artemis shrouds, and a near graze through the same hole burned a scar along her hull.

Counterfire, with the aid of the scouts, was less effective than anticipated. Despite taking several impacts, the Wreth skiff shrouds held. A web burning shot slowed one on approach, but the second zoomed on by after its attack run. The one slowed attempted to follow at its reduced pace, and took more shots at transports instead of attempting to defend itself. The pursuit action against the pair was swift, but would have been greatly elongated were it not for the Natalie skiff. The slowed skyskiff was easy enough prey for the other skiffs and the cannons of the vipers, but its partner demonstrated remarkable maneuverability and the ability to out-speed every member of the fleet. Every member of the fleet, save the Natalie.

 The Natalie, with her upgraded crystals, is it's match in every way- with the exception of acceleration, at which she appears slightly superior. However, this strength is limited somewhat by the fact that the fullest use of her acceleration is actually a hindrance to her crew, which are forced to abandon labor and grip lifelines when the pilot pushes the vessel's limit. Still, with the enemy's shroud reduced by the defensive fire, the Natalie's cannons make relatively short work of it.

Which is when the second pair of Wrethan skiffs dives. As upgraded as the first pair, they move while the fleet is still out of position from dealing with the first wave, again aiming solely for the transports. Interestingly, this actually makes defensive fire from the vipers somewhat more effective, as they no longer have to angle quite as steeply to brings guns to bear, but the increase in range makes that advantage small. The focused fire from the new pair of Wrethan skiffs buckles the shroud of the Mercury, and more fire widens the hole in the Artemis, lancing through to strike her midline and bow. The Artemis lurches, rolls, and suddenly plummets towards the mist as something critical in her electrical system burns out.

Additional raking fire from the Wrethan skiffs as they complete their dive tears through the Mercury's webbing spars, but by then defensive fire is deployed in full. The wrethan skiffs dodge and juke, intent on fleeing rather than sustaining the fight. The Vanguard cannons, while sufficient to suppress and force the skiffs to spend much of their time dodging, lacks the precision to get kills, leaving that honor to the Natalie. Still, the Natalie is but one vessel, and by the time she's finished eviscerating another Wrethan skyskiff, the last has plunged into the mist.

The ambush has been thwarted, but the cost is high. Things could easily have gone worse, and an ambush in greater numbers, or merely with luckier fire, could easily have taken both transports. Still, the Artemis has survived.

Inside the Three Captains

Despite the losses of half the relief marines, the defenders are damn happy to see reinforcements. The medals are nice, but the mobile shroud cover is much, much better.

Unfortunately, it's not enough.

The wreth have stopped announcing their position with cannon fire, which prevents our men from choosing the battleground as cleanly. As for the front itself, there's good news and bad news. The good news is that the Mobile Cover is deployed in time, and its shroud is capable of defending the men. The bad news is that it very nearly isn't enough. At best, the engagements end in stalemates, but we're still steadily losing ground.

In general there are two ways for the encounter to play out. In tunnel fighting, the enemy usually forces two mobile cannons forward and strikes our mobile cover with a pair to a trio of shots. The shroud holds, but the corridor in between is now filled with superheated air and impedes any advance. The sniper team hails as many bolts as they can on the enemy, and it is their efficacy that determines whether we can win the day. If the succeed in getting a sufficient number of shots on cannon operators, we can force the enemy to retreat. If not, we are the ones who must flee in order to avoid taking another volley from their cannons. Judging by the gallery engagements, it would seem that the air heating effect of their cannons hinders them as much as us, as it prevents them from firing further shots and prevents their soldiers (with their shorter range weapons) from advancing on our men.

In gallery fighting, things get worse. The enemy is able to field all four of their mobile cannons against us, and the full weight of their numbers becomes apparent. Four shots from their mobile cannons is enough to tear a hole in the shroud if the shots are clustered, and severely weaken it otherwise. It also allows them to bring their numbers to bear against us, which are roughly 2:1 in favor of their forces.  The open area allows hot air to dissipate, but this merely allows their cannons to fire more quickly on the mobile cover and allows their men to advance more easily. While our grenades and our gauntlets are superior, their men seem to prioritize crippling shots with their envenomed bolts, shooting for legs and arms. This forces our men to either abandon their companions or divert themselves to dragging them back as we retreat. Grenades are useful here, forcing encroaching enemy forces back and buying us time. The mobile cover, likewise, is not perfect. Not every man can fit under it, and when our crossbowmen spread out for better fire, the cannon can annihilate them and their cover in a shot.

We lose people. They lose people. We slow the loss of ground, but we do not stop it. The only reason that they were unable to destroy our mobile cover during gallery fights appears to be that their cannons are draining the local aether at a sufficient rate to slow their fire significantly after the opening volley. Still, our field commander says that the men did damn well on the field, and that we can expect to be pushed back, and likely take heavier losses, if we try and stand again next year.

Confirmed Kills: 3x ??? Skyskiff, At least one Wrethan squad.
Losses: Artemis, with all hands. Marine unit 'heavies', 25% of Sniper Squad, 25% of Marine Unit 1b.

Neither Side has gained ground at the tree captains



Spire Kasgyre

The new Natalie is constructed with the princess' blessing, and work begins on the next. The necessary small orders are filled, and life continues. The so-called AIM project discovered in the Savant's hidden archive, while bizarre and highly theoretical, is found to contain enough merit and groundbreaking work to warrant a more full investigation- though only time will tell what that investigation will bring.



It is the beginning of the year 368 AR.

Spire Kasgyre's production stands at,
13(+10)/y Crystal, 28/115 Banked
17/y Ore, 17/85 banked
19/y Wood, 89/95 banked
10/y Silk, 18/50 banked

It is now the design and project maintenance phase. You have 5 dice left to spend.



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« Last Edit: November 07, 2017, 04:27:40 pm by Draignean »
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Kashyyk

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1426 on: November 07, 2017, 05:37:51 pm »

Christ, we did not need to lose another transport. We have to move the Mercury back this turn, and send her back to TC next turn or we will lose control of the spire. I also really want to know where the rest of their fleet is.

In that regard, I'd be very tempted to put most of our dice into AIM, and then spend all our resources on kitting out additional reinforcements.
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Shadowclaw777

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1427 on: November 07, 2017, 06:04:09 pm »

I think some research needs to be done on both the ship-bases and personal combat side. I think we just lack the necessary infrastructure to support our designs, if we could deploy two Viper corvettes with a supplement of four vanguard cannons, than we would win dominate in the aerial ship combat. Also another problem is how resource intensive it is to have a squad fully equipped with weapons. If we could just have more bodies with infantry weapons, we would be much more of a threat in the marine combat phases.

Also just a note but it requires about 14 five from a d6 to accomplish that project, we would have to devote three turns into trying to complete that project. You could perform rush dice, but like the Vanguard cannon, it leads to losses of efficacy and bugs.

Anyways my design ideals would something like this: Aether Gatling Gun "Vigilante", an Aether Carbine, Chromium Electroplating for stainless steel, and an Military-Industry Docks so that we could support two production lines
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helmacon

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1428 on: November 07, 2017, 06:07:29 pm »

Lots of things to fix this turn.

I think it's clear that we need different aerial tactics for defense/escort and for attacking.

Some revision ideas.

Revision: Chain coverings
An addition to our heavy bronze armor. For a nominal ore cost, the armor sets also include light chain coverings over the arms, legs, and even chain gloves for those using weapons other than a crossbow. It's not nearly as thick as a bronze plate, but should prevent the minor cuts for which the venom relies on.

Revision: Guide wires
Just simple riggings strung across a skiff that a man can pull himself hand over hand along while the craft is under great speed.

Revision: Leather goggles
Simple leather goggles that can be worn to protect the eyes during high speed maneuvers. It keeps out wind and particulate, keeping our men fully aware even during the most intense maneuvers.

Revision: Lifeboat Dinghies
The dinghies for a transport are kept on deck, and can be boarded in a hurry by marine units if the transport is critically injured. When the skies are clear, they are picked up by other ships, or taken to land at the nearest spire if a ship is not available.

Revision: Peak fleet
When moving into a contested area, the fleet always travels as high as possible. This prevents sudden dives on our transports. Our ships only have to look down to spot approaching enemies. This will also allow more time for the crew of a wounded transport to evacuate to lifeboats and save our assets.

We may want to look into giving our transports some thicker shrouds or... camouflage...
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NAV

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyrh
« Reply #1429 on: November 07, 2017, 09:26:17 pm »

Chain armour is really bad at defending from arrows or any piercing attacks. Thin bronze plate, boiled leather, or even laquered wood plates would do better.

Revision: Grenade Thrower:
After numerour failures at launching grenades from our crossbows, some soldiers have petitioned us to consider an  alternative method of based on a sport they play. The sport involves throwing a ball using a stick with a net on the end. If it lets them throw a ball farther, why not a grenade?

(Canadian soldiers used lacrosse sticks to throw grenades in WW1 and 2.)
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Shadowclaw777

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1430 on: November 08, 2017, 01:12:43 pm »

Quote
Military-Industry Docks: Infrastructure towards the Wrethian War needs to be revitalized, by nationalizing and switching civilian factories into military factories, and with the support of imperial funding into industrial efforts, we can perform an ambitious design towards improving our ship-docks. This ambitious improvements to our docks allows our production lines to field larger and larger ship-craft up to the larger medium-class of ships, something that would be larger than our small-medium size vipers. The main priority of this centralization and expansion of the docks is so that we can field multiple production lines at the given moment, recommended by the imperial government to support at least two production lines.

I believe we should focus on our infrastructure and industrialization; once we have 5 Crystal gardens in our three neighboring provinces, we will be getting +15 crystals per turn.

Quote from: Votes
Designs:
Military-Industry Docks: 4 Die (+1 Die to Progress): (1) Shadowclaw
Progress:
AIM: (1) Die
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Kashyyk

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1431 on: November 08, 2017, 01:40:21 pm »

GM bat signal
Can we spend revisions to revise the resource cost of a project?

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1432 on: November 08, 2017, 02:58:11 pm »

Quote from: Votes
Designs:
Military-Industry Docks: 4 Die (+1 Die to Progress): (1) Shadowclaw
Progress:
AIM: (1) Die

No design: (1) NAV
I am voting for no design this turn because we need to spent as many resources as possible on a new transport and marines and mobile shroud covers these next two turns. Doesn't mean there will be no progress, we have 5 revisions and we can start a project next turn.

Military-Industry Docks is too similar to Viper Production Line, which we have on indefinite hold because of how expensive it is.
 
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1433 on: November 08, 2017, 03:10:00 pm »


Can we spend revisions to revise the resource cost of a project?
No.
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Kashyyk

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1434 on: November 08, 2017, 03:24:28 pm »

Well that's a shame. Looks like we'll never be making that Viper Production Line then.

Quote from: Votes
Designs:
Military-Industry Docks: 4 Die (+1 Die to Progress): (1) Shadowclaw
Progress:
AIM: (1) Die

Hold five dice: (2) NAV, Kashyyk

The only way we're gonna do something like the a Viper Production Line is if we have enough dice to put two or three into both time and cost.
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Shadowclaw777

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1435 on: November 08, 2017, 03:37:58 pm »

Here's the thing for the Viper PL; if we refund we will only get 50% of the resources we invested in it (which is none) and 1/6 dice in its total progress. We have a 1/45 in progress; that means refunding he Project will net us 0 gain; that's right it's better for that project to either be forgotten forever in the project box or that we will eventually complete it.

You also don't even understand the improvements to the Docks, it's going to be way more cheaper compared to creating PL that completely ignores our shipyard's current requirements and tries to make our largest ship.. It will also allow us to larger ships, we can only go to the small-medium class. We can't ever build ships larger than that unless we make an improvement to our docks. Which is why it's really recommended
« Last Edit: November 08, 2017, 03:58:13 pm by Shadowclaw777 »
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1436 on: November 08, 2017, 11:32:46 pm »

Spire Kasgyre's production stands at,
13(+10)/y Crystal, 28/115 Banked
17/y Ore, 17/85 banked
19/y Wood, 89/95 banked
10/y Silk, 18/50 banked

It is now the revision phase. You have 5 dice left to spend.



Spoiler: Projects (click to show/hide)

Spoiler: Map (click to show/hide)

Spoiler: Ships (click to show/hide)

Spoiler: Goods Stockpile (click to show/hide)

Spoiler: Infantry (click to show/hide)



Current Technology

Spoiler: Tech (click to show/hide)

Spoiler: Tactics (click to show/hide)

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helmacon

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1437 on: November 08, 2017, 11:56:49 pm »

More Revisions!

Studded leather coverings:
Studded leather gloves, shirts, and leggings. They would protect against the glancing hits of enemy crossbows, rendering otherwise crippling poison ineffective. Can be layered with the bronze armor, worn in the same layer that silk shirts would otherwise occupy.  (counter to poison bolts. Light armor.)

I have confirmation from the discord that leather uses the same production facilities as wood. This also gives us an armor alternative that dosent use up our ore.

Leather helms:
Snugly fitting leather caps, complete with chin straps and goggles. They keep the wind out of your gunners eyes, and provide a bit of light armor while doing so. Later on, instead of making a boring telescope, we can make an optic sight that sits right over one of the gunners/spotters eye pieces, and is attached to the helmet.

Wagon Circle:
An aerial tactic revision. All ships using this tactic will stick to the transports. They will attempt to place themselves in between the transports and incoming enemy vessels, coordinating fire at incoming vessels. 

Quote from: Revision Vote box
Studded leather coverings:[1]: helmacon
Leather helms:[1]: helmacon
Guide wires:[1]: helmacon
Wagon Circle:[1]: helmacon

gotta go fast with those skiffs, yo.
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Kashyyk

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1438 on: November 09, 2017, 03:04:57 am »

A quick math update on the Viper Production Line:
It'll take on average 13 dice, 91c, 65o, 65w, 26s and 195 other resources to complete the project.

Assuming this produces one Viper per turn at a value of 24c, 20o, 21w, 12s, we'd have invested ~5.7 Vipers. Comparatively, that's not too terrible a deal.

If we rushed the entire thing, we'd half our resource costs but we effectively be spending the same number of dice except half would be in revisions to fix the rush bugs.
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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1439 on: November 09, 2017, 10:08:32 am »

Quote from: Revision Vote box
Studded leather coverings:[2]: helmacon, NAV
Leather helms:[1]: helmacon
Guide wires:[1]: helmacon
Wagon Circle:[2]: helmacon, NAV
Grenade Thrower: [1] NAV
Mobile Cover - Light: [1] NAV

Quote from: Mobile Cover - Light
By stripping down the excessive beautification features we will be able to field more cover platforms for the same cost. There will be an added benefit of less weight, which translates to less lift crystals required and less energy spent. Also, it'll make it more mobile by being lighter.
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Highmax…dead, flesh torn from him, though his skill with the sword was unmatched…military…Nearly destroyed .. Rhunorah... dead... Mastahcheese returns...dead. Gaul...alive, still locked in combat. NAV...Alive, drinking booze....
The face on the toaster does not look like one of mercy.
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