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Author Topic: Arms Race: War of the Cinder Spires | Spire Wreth  (Read 159701 times)

Tack

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2430 on: March 04, 2018, 10:24:32 am »

Quote from: boxy votebox
Sapshot grenades (2) : Andrea, NUKE9.13
Windrider stick/carrot (5): Andrea, NUKE9.13, Jilladilla, Milo, Johiah
Common field dragun (4): Tack, Jilladilla, Milo, Johiah
Pincer (3): Andrea, NUKE9.13, Madman
Nickel Shrouded Flintlocks (4): Jilladilla, Johiah, Madman, Tack
LANDMINE (2): Madman, Tack

Dice to use:
3 dice (7): Andrea, NUKE9.13, Tack, Jilladilla, Milo, Johiah, Madman
« Last Edit: March 04, 2018, 10:26:50 am by Tack »
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10ebbor10

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2431 on: March 04, 2018, 01:38:06 pm »

Quote from: boxy votebox
Sapshot grenades (2) : Andrea, NUKE9.13
Windrider stick/carrot (5): Andrea, NUKE9.13, Jilladilla, Milo, Johiah
Common field dragun (5): Tack, Jilladilla, Milo, Johiah, 10ebbor10
Pincer (4): Andrea, NUKE9.13, Madman, 10ebbor10
Nickel Shrouded Flintlocks (4): Jilladilla, Johiah, Madman, Tack
LANDMINE (2): Madman, Tack

Dice to use:
3 dice (7): Andrea, NUKE9.13, Tack, Jilladilla, Milo, Johiah, Madman
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milo christiansen

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2432 on: March 04, 2018, 01:45:09 pm »

Quote from: boxy votebox
Sapshot grenades (2) : Andrea, NUKE9.13
Windrider stick/carrot (5): Andrea, NUKE9.13, Jilladilla, Milo, Johiah
Common field dragun (5): Tack, Jilladilla, Milo, Johiah, 10ebbor10
Pincer (4): Andrea, NUKE9.13, Madman, 10ebbor10
Nickel Shrouded Flintlocks (5): Jilladilla, Johiah, Madman, Tack, Milo
LANDMINE (2): Madman, Tack

Dice to use:
3 dice (7): Andrea, NUKE9.13, Tack, Jilladilla, Milo, Johiah, Madman
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2433 on: March 04, 2018, 09:48:56 pm »

Windrider Stick/Carrot
Efficacy: 2
There's a problem with the stick- fleet captains are men who've already waded through an inordinate amount of paperwork to get to their position. They're men of good Wrethan character, and thusly take considerable joy from filling out paperwork. The carrot seems likewise flawed, as the few captains are generally of enough stature in society that a few shiny chest-feathers isn't much. To be sure, the stick and the carrot will be there in the back of their minds, but, well, it's simply not terribly persuasive when compared to personal glory.


Common Field Dragun
Efficacy: 2
The Common Field Dragun is a bit of a sad sight. The original PLACE mount is woefully inadequate to the beast at hand, which is both much heavier and more truculent by far. The original PLACE was designed to support an aether cannon which, after landing, didn't require the slightest bit of bracing for recoil and could thus be mounted at any height and allowed to swivel to let a gunner aim a bit. Trying to do this with the Dragun is... suicidal. A single shot from the Dragun generates enough recoil to not just topple the smaller mount, but also break the supporting armature. While some concessions can be made, the basic design still needs every component from the original (cores, silk, trims, etc), and thus is slightly difficult to reshape on the fly.

The result of the clumsy reshaping is a device that sits insanely low to the ground, knocks itself off target on a good shot and breaks parts of its supports on a bad one, and floats at a sedate crawl. It's difficult (at best) for a team of four men to manage one, and 'aiming' is a laughable idea. The plume of acrid cannon smoke also turns out to be quite blinding in close quarters, though some engineers brush this off as a design 'feature' in that the gun is able to create its own smoke screen.

Common Field Dragun: 5 Ore, 2 Crystal, 2 wood, 1 Silk | Requires a full fireteam to function, requires 1 TU |  A cobbled revision to let a gen: 1 PLACE mount a full Dragun cannon. It requires a full fireteam to function, and the awkward and impromptu nature of the mount means that it's as difficult to reload as it is prone to self-damage. Aiming with the cannon is virtually impossible. The trim crystals strain more than a bit to get it moving, but it can manage a nice and sedate crawl. 


Nickel Shrouded Flintlock
Efficacy: 1
To put it bluntly, it doesn't work. The trick of nickel shrouding is a bit more nuanced than previously imagined. Nickel resists being worked hot, and its no laughing matter to get it to adhere meaningfully to the barrel. Dip shrouding, as used to create support beams or plating from steel and iron, is a singularly un-nuanced process for the creation of gun barrels.  The nickel coating, while resistant to aether corrosion, is still eroded by the blackpowder itself unless cleaning is performed immediately. Worse, poor connection between the iron/nickel interface, and a brittleness to the nickel itself, can result in large fractures in the barrel internals. The resulting rifles are, on average, more expensive per unit and no more reliable than standard flintlocks.

Engineers are confident that the issue with the brittleness is one of alloying, and could likely be resolved with more time and experimentation. However, even if the alloy was sound, it would help to have a better method of shrouding the steel or iron of the gun-barrel itself.



Spire Wreth's Production Stands At,
13(+8)/y Crystal, 44/65 Banked
19(+2)/y Ore, 47/95 banked
19(+6)/y Wood, 74/95 banked
10/y Silk, 24/50 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)


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NUKE9.13

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2434 on: March 05, 2018, 12:17:46 am »

Spire Wreth, ladies and gentlemen. d2s all the way to the bank.
:I
We're boned.
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10ebbor10

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2435 on: March 05, 2018, 04:18:39 am »

Anyway, ideas.

Quote from: Production Plan Artillery
6/6 Transport space

8* Portable Light Aether Cannon Emplacement (P.L.A.C.E): Cost: 2 Ore, 2 Crystal, 1Silk |
24*Flint-Lock Rifles  (24 Ore)

28/65 C
7/95 O
74/95 W
16/50 S


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andrea

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2436 on: March 07, 2018, 03:51:01 pm »

Plan: Ebbor's fault 1
Production
First the most important thing: if this fails, we have a scapegoat.

Build 6 MOVE PLACE - 18 ore, 12 crystal, 6 silk
Built flintlock rifles for 2 units of marines - 24 ore

Military fleet
Crystalclear and 2 comets meet the rest of the fleet at haze maze
After the randez-vous, the entire fleet moves to TC to engage.

All chimaeras: Dogpile tactic
1x skiff: high vigil
9x skiffs: SWARM

Transport fleet
2x transports at Wreth, load:
  -8 MOVE PLACE
  -Marine squad L , equipped with rifles, 4x MOVE PLACE
  -Marine squad M, equipped with rifles, 4x MOVE PLACE

Move to TC

Unload all units to TC

Ground forces
1x MOVE PLACE from squad L to squad H
1x MOVE PLACE from squad L to squad I
1x MOVE PLACE from squad L to squad D
1x MOVE PLACE from squad M to squad E
1x MOVE PLACE from squad M to squad F
1x MOVE PLACE from squad M to squad G

Squads F,G,H,I,L,M use Fortify
Squads D,E use Anti flanking

Spend 10 wood to improve Windrider PL to Wood MK II

Leftover resources:
32/65 C
5/95 O
64/95 W
18/50 S
« Last Edit: March 08, 2018, 02:25:24 pm by andrea »
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milo christiansen

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2437 on: March 07, 2018, 03:53:15 pm »

Quote from: Votes
Ebbor's fault: (1) Milo
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andrea

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2438 on: March 07, 2018, 04:06:47 pm »


Quote from: Votes
Ebbor's fault: (2) Milo, Andrea

Tack

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2439 on: March 07, 2018, 04:21:47 pm »

Quote from: Votes
Ebbor's fault: (3) Milo, Andrea, Tack

Mostly just digging the name.
Though “ebbor’s folly” is also very catchy.
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Madman198237

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2440 on: March 07, 2018, 07:14:02 pm »

Quote from: Votes
Ebbor's fault: (4) Milo, Andrea, Tack, Madman

Onwards to unanimity.
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johiah

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2441 on: March 08, 2018, 06:16:09 am »

Quite.
Quote from: Votes
Ebbor's fault: (5) Milo, Andrea, Tack, Madman, Johiah
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NUKE9.13

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2442 on: March 08, 2018, 11:28:42 am »

I disagree. That plan is rubbish. That's way too many PLACEs- we'll never be able to use them all effectively. Also, I think we should send another BLOCK or two. As well as some more marines- cut two PLACEs per transport for a squad of marines. Give them crossbows and envenomed bolts. If nothing else, they can replace losses in other units, or start fortifying the next section of territory, to reduce losses next turn (because let's be honest, we're gonna get driven back).

Also, we already have two MOVE-PLACEs in storage. There's no need to produce that many even if you insist on sending that many.
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Tack

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2443 on: March 08, 2018, 11:56:41 am »

Good idea.
Make a plan.
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10ebbor10

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2444 on: March 08, 2018, 12:00:40 pm »

Quote from: Ebbor's Grand Triumph
Production
First the most important thing: if this succeeds, we know who to venerate.

Build 6 MOVE PLACE - 18 ore, 12 crystal, 6 silk
Built flintlock rifles for 2 units of marines - 24 ore

Military fleet
Crystalclear and 2 comets meet the rest of the fleet at haze maze
After the rendez-vous, the entire fleet moves to TC to engage.

All chimearas: Dogpile tactic
1x skiff: high vigil
9x skiffs: SWARM

Transport fleet
2x transports at Wreth, load:
  -8 PLACE
  -Marine squad L , equipped with rifles, 4x MOVE PLACE
  -Marine squad M, equipped with rifles, 4x MOVE PLACE

Move to TC

Unload all units to TC

Ground forces
1x MOVE PLACE from squad L to squad H
1x MOVE PLACE from squad L to squad I
1x MOVE PLACE from squad L to squad D
1x MOVE PLACE from squad M to squad E
1x MOVE PLACE from squad M to squad F
1x MOVE PLACE from squad M to squad G

Squads F,G,H,I,L,M use Fortify
Squads D,E use Anti flanking

Spend 10 wood to improve Windrider PL to Wood MK II

Leftover resources:
30/65 C
3/95 O
64/95 W
17/50 S

Good point about the stored cannons. I'd completely forgotten about those.

That said, I disagree with most other points. We're cycling cannons at the frontline, hence more cannons means we can keep firing longer or make our barrages more intense. I also don't really see the use of BLOCK. It's simple ordinary wood, and almost every enemy weapon will make short work of it. At this point, I think it's basically worhtless. Similarly, squads in the usual crossbow and envenomed bolt combination will just get slaughtered.
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