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Author Topic: Arms Race: War of the Cinder Spires | Spire Kasgyr  (Read 15494 times)

helmacon

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1170 on: September 13, 2017, 05:07:55 pm »

Thank you Jerick, updated accordingly.
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Kashyyk

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1171 on: September 14, 2017, 02:14:20 am »

I'm quite certain that Wreth will try and hunt us down as we retreat. I'm wondering if going via the unfinished would be safer for our ships.  It'll take a fair bit longer, but it'll be less costly than losing one or both of them.

Production wise, I don't think we should produce much at all, er need those resources for projects and replacement ships.
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helmacon

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1172 on: September 14, 2017, 03:05:53 am »

I'm quite certain that Wreth will try and hunt us down as we retreat. I'm wondering if going via the unfinished would be safer for our ships.  It'll take a fair bit longer, but it'll be less costly than losing one or both of them.

Production wise, I don't think we should produce much at all, er need those resources for projects and replacement ships.
actualy, this though. Write a plan and i'll vote for it. We can have our skiff fleet escort then too.
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Science is Meta gaming IRL. Humans are cheating fucks.
So, basically, we have a hovercraft that explodes when used.
Still, Chief, you are correct. It is an excellent dog fighter. It managed to nail the one dog present in the audience.

Kashyyk

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1173 on: September 14, 2017, 03:51:40 am »

Quote from: Exit Stage Right
All ships at TC move to Burned Mountain using Scouting Tactics. Avoid all combat.
All ships at Unfinished move to Burned Mountain and rendezvous with TC ships. Use AAM to defend.

Marines units 1b, 2b and Heavies use Flanking tactics.
Marine unit 1 use Bait and Strike (they're at 25% strength and carry a lot of good gear, so don't want to lose them in the attack)

Build one Viper Hull (So we don't overflow on wood)
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Jerick

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1174 on: September 14, 2017, 06:47:42 am »

Quote from: votebox
Exit Stage Right : [2] Kashyyk, Jerick
It'll take some time for our ships to get back but since a single medium core crystal takes an entire turns worth of crystal we absolutely cannot afford to lose our last Viper or our transport. If that were to happen it would be tantamount to losing the war. And we aren't in any position to punish them for an incursion into our territory so if they have any sense they'll try and chase towards our demi spires.
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helmacon

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1175 on: September 14, 2017, 11:01:46 am »


Quote from: votebox
Exit Stage Right : [3] Kashyyk, Jerick, helmacon

ya know... We could send our skiff to their demi spire...
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Science is Meta gaming IRL. Humans are cheating fucks.
So, basically, we have a hovercraft that explodes when used.
Still, Chief, you are correct. It is an excellent dog fighter. It managed to nail the one dog present in the audience.

Jerick

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1176 on: September 14, 2017, 11:45:07 am »


Quote from: votebox
Exit Stage Right : [3] Kashyyk, Jerick, helmacon

ya know... We could send our skiff to their demi spire...
and intercept their transport! They'd never see it coming! It'd mean we be certain to get TC
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1177 on: September 14, 2017, 11:53:20 am »

Turn soon. After Friday (and possibly during) we may be on a bit of a hiatus.
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Jerick

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1178 on: September 14, 2017, 11:55:48 am »

Ah crap hold on a sec Draignean
Quote from: Exit Stage Right modified
One Skiff at TC move to enemy demi spire uses AAM
All ships at TC move to Burned Mountain using Scouting Tactics. Avoid all combat.
All ships at Unfinished move to Burned Mountain and rendezvous with TC ships. Use AAM to defend.

Marines units 1b, 2b and Heavies use Flanking tactics.
Marine unit 1 use Bait and Strike (they're at 25% strength and carry a lot of good gear, so don't want to lose them in the attack)

Build one Viper Hull (So we don't overflow on wood)

Quote from: votebox
Exit Stage Right : [2] Kashyyk, helmacon
Exit Stage Right Modified : [1] Jerick

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NAV

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1179 on: September 14, 2017, 12:01:53 pm »


Quote from: votebox
Exit Stage Right : [2] Kashyyk, helmacon
Exit Stage Right Modified : [2] Jerick, NAV
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helmacon

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1180 on: September 14, 2017, 12:10:22 pm »


Quote from: votebox
Exit Stage Right : [1] Kashyyk,
Exit Stage Right Modified : [3] Jerick, NAV, helmacon
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Science is Meta gaming IRL. Humans are cheating fucks.
So, basically, we have a hovercraft that explodes when used.
Still, Chief, you are correct. It is an excellent dog fighter. It managed to nail the one dog present in the audience.

Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1181 on: September 14, 2017, 01:45:57 pm »

Three Captains

The remaining Kasgyrite forced in the air break up, with the Surviving viper and the transport making a move across the Belt in order to avoid potential hunts from Wreth forces, while the Skiff makes a gambit to head to the western Wrethan spire and track the transport back home.

Thankfully, all vessels manage to make it out on their respective routes without being spotted by enemy ships.

Inside the Spire

Victory tastes like burning metal and charred meat.

The Wrethan's attempted to imitate some form of the Kasgyrite fighting retreat tactics. Their remaining soldiers, less than a squad and a half in strength, pulling forward with their remaining hovering cannon, waiting for the Kasgyrites to show up, and then blasting.  They've abandoned their portable cover, and the tools used to create it, relying instead on natural formations of rock and cavern architecture for defense.

Their tactic kills a lot of good men, but that one cannon can't point at every flank at once. Crossbow bolts whittle them down, and the occasional grenade that lands near enough to count burns and demoralizes. They fall one by one, taking sons and daughters of Kasgyre with them.

In the last battle, with barely eight of their wounded trying to hold together a fighting retreat, victory is decided by crossbow. Their cannon takes out an assault against one flank, and they immediately begin attempting to push the floating cannon to a new position. A barrage of bolts half the remaining men down, including the soldiers pushing the cannon. Gauntlet fire cuts into the last marines, bringing them low as the Kasgyrite heavies charge in.

The Wrethan officer, wounded mortally, draws his sword and salutes the heavy infantry charging him.

Then he repeatedly fires his gauntlet into the underside of the portable cannon.

The resulting detonation of charged crystals wipes out whatever wounded might have been among the bodies, and secures- at long last, a Kasgyrite victory within the spire.

Confirmed Kills: All remaining Wrethan Marines
Losses: Squad 2b, 50% of Squad Heavies, 50% of quad 1b.

Kasgyre has Gained Ground at the Three Captains!



Western Wrethan Spire

There is no further report from the skiff sent into Wreth territory.

Presumed Losses: 1 Skyskiff



Burned Mountain

The transport and the Viper are able to reach the burned mountain without incident, effectively licking their wounds while watching streams of lava flow down the sides of the demi-spire. The skiffs from the unfinished rendezvous with them as well, forming a small defensive cohort for the wounded (or non-combative) vessels.

The air around the Burned Mountain has a distinctive taste to it. Likely brought on by the perpetual clouds of ash and other gasses gusting off of the demi-spire. Lava flows dot the surface of Burned Mountain, tracking down its face slowly and laying down layers upon layers of flow tubes to bulk up the exterior of the already large demi-spire.  It's an impressive sight, and the captain's reports make note that old flow tubes seem to break off the from the Demi-spire regularly, indicating that, somehow, the lava is being replenished from below- from the surface. Otherwise, it seems impossible that this Spire could still be flowing and burning for all these years.

The ships here must pay special attention to the shifting winds, lest the cloud of ash and toxic vapor from the Burned Mountain catch the crew off guard.



Spire Kasgyre

Two additional skiffs are produced to replace losses, and stand ready at Spire Kasgyre.



It is the beginning of the year 364 AR

Spire Kasgyre's production stands at,
13/y Crystal, 26/65 Banked
17/y Ore, 29/85 banked
19/y Wood, 90/95 banked
10/y Silk, 50/50 banked

It is now the design and project maintenance 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)

« Last Edit: September 14, 2017, 02:01:25 pm by Draignean »
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helmacon

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1182 on: September 14, 2017, 02:17:13 pm »

Well... Huh. I guess we didn't get their transport then. (Note. Lightly armed transports? Just so they don't get sniped by a skiff.) Still, it was only 1 skiff. Not much of a cost for taking a shot at it.
 We are dangerously low on marines at the TC, but I think it will depend on if we can set up dock guns before they get back with their transport next turn. Maybe a "rush fortification" tactic? Still, all our important stuff is still alive, so not a bad turn all in all.
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Science is Meta gaming IRL. Humans are cheating fucks.
So, basically, we have a hovercraft that explodes when used.
Still, Chief, you are correct. It is an excellent dog fighter. It managed to nail the one dog present in the audience.

Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1183 on: September 14, 2017, 02:18:45 pm »

Well... Huh. I guess we didn't get their transport then. (Note. Lightly armed transports? Just so they don't get sniped by a skiff.) Still, it was only 1 skiff. Not much of a cost for taking a shot at it.
 We are dangerously low on marines at the TC, but I think it will depend on if we can set up dock guns before they get back with their transport next turn. Maybe a "rush fortification" tactic? Still, all our important stuff is still alive, so not a bad turn all in all.

You have to have a clean (or at least defended) line of transport to set up defense guns, just FYI. So if they blockade and you reach 4/4, the Spire does not just sprout cannons everywhere.
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Taricus

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1184 on: September 14, 2017, 02:21:33 pm »

Guess that means we're sending the skiffs back to the three captains if we want to hold it. Mind, once we do that we'll have more resources flowing in.
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