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Messages - Cnidaros

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286
Cnidaros, if we buy bombs for our planes would the mounting for them be free, or would we need a revision for the mounts?

You don't get any mounts when buying the bombs. If you order them to carry out bombing raids, the mortar rounds will simply be carried in the cockpit and thrown over the side, like the Verusan grenades.

Anyway, the votebox is a little muddled. I will say you can't assign two dice to a revision, but you can do two revisions, each for different aspects of the same thing.

287
Forum Games and Roleplaying / Re: Knights of the Skies: Verusa Thread
« on: June 15, 2018, 09:42:21 am »
Question to the gm, is this revision a thing we can do or does it fall under tactics
Quote from: squadron identification and organization
In combat where multiple squadrons of aircraft are flying, pilots can possibly be detached from their squadrons and fly home with the wrong squadron of aircraft. Along with this squadron leaders are quite hard to identify once flying in formation ceases. As such we have devised a way to solve both issues. In order to know who's who, easier aircraft are to be given paint jobs to look not only a bit more distinct from other squadrons but to strike fear into our enemies for squadrons which are more skilled. Squadrons will also be given emblems and said emblems will be painted on either the body next to the cockpit and or on the tail depending on the aircraft. Flight leaders will be given streamers to be attached to the wing to identify who is leading the flight and said streamers come in a few different colors and checkered versions of white and the other colors available as well. Finally, pilots who have become aces can paint their plane any way they like, though it's advised to paint something that wont get them confused with another squadron.

This should hopefully not only make squadrons more organized but also help pilots know who's who in areas with a high concentration of allies and in combat, along with possibly instilling a sense of unity and belonging in a squadron

That is a valid revision, but I'm wondering how much effect you expect it to have actually.

288
Verusa Design Phase, Late Autumn 1915

VRAC A.1 “Emu” (2 dice spent)

Progress: 7+4+6 = 17/15. 4 PP spent.

After last month’s storm of protest over the potential cuts to the Emu’s decorations, the engineers get back to work on the project. The blueprints are finalised and sent off to the factories in double-quick time, while discussion over the over-elaborate features is mostly limited to the occasional hand-carved emu head being passive-aggressively left on the main tables. The production model of the VRAC A.1 “Emu” still includes all these features, which may be a good or bad thing depending on who you’re asking.

Project Complete! You can now deploy as many squadrons of VRAC A.1 “Emu” biplanes as you can afford.

Requisition: Artillery Shells

Artillery shells are currently in extremely short supply owing to the artillery-intensive nature of fighting at the moment. However, one of the artillery officers shares with you a secret: apparently there exists a stock of shells imported from abroad, which lies unused. It proves difficult to track these down owing to the lack of documentation (which seems to have been intentionally destroyed), but eventually the Sky Crusaders are the new owners of the M1909-5.2 Shell and the plans for its manufacture.

M1905-5.2 Shell: This isn’t a 5.2-inch shell as one might expect, it’s actually a 5.17-inch shell. Questionable calibre decisions aside, the M1905-5.2 is a high-explosive shell with a direct-action fuse, weighing in at 85 pounds. Cost: 1 PP.

It is now the Revision Phase, Late Autumn 1915. You have 4 dice remaining to spend on Revisions or bank for the next turn.



Spoiler: Projects (click to show/hide)

Spoiler: Designs and Technology (click to show/hide)

Spoiler: Squadrons (click to show/hide)

Spoiler: Equipment (click to show/hide)

Spoiler: Statistics (click to show/hide)

289
Forum Games and Roleplaying / Re: Knights of the Skies: Verusa Thread
« on: June 14, 2018, 02:32:57 pm »
Also, since we saved a dice last turn, don't we have six dice right now to do stuff with, so we can do two designs, or am I confusing myself?

Yes, you currently have 6 dice.

Here's an idea; we might want a way to reliable up skill our pilots before we send them out.
Quote from: Sky Crusader Pilot School
As the war in the air expands so too does the need for skilled pilots. As things stand our pilots are learning the basics of how to fly mid combat and are only barely being passable as rookies after several battles, only the survivors really know how to fly their planes. The only reason this hasn't enabled the enemy to trounce us in the air is they suffer from the same problem. The constant losses of unskilled pilots prevents our squadrons from increasing in skill at the rate they might possibly be able to. Thus I propose we set aside an air field and facilities to train new pilots in the art of flight and air combat. The new pilots will be drilled on the controls of their aircraft and will hold mock battles in the sky with the other trainees. Not only will this assist in granting them experience but it will also allow us to test and develop new aerial tactics away from the eyes of the enemy. Training will take time and the school will need funding to operate but I feel the experience gained will be well worth it.

evictedSaint is right, "training" designs aren't allowed, as are "tactics" or "production improvements" designs. It's an Arms Race, not a Training Facilities Race.

I think the consensus seems to be spending 2 dice on progressing the Emu, but I would like some votes to be sure.

290
Cnidaros, how much prestige would we need before we start seeing results? Like, are we just throwing away PP having that acrobatics squad? Or do we have to specifically request a budget increase?

A radio at this stage would be far too bulky and hard to use for a single-seater.

The acrobatics squadron is an extra roll each turn for your prestige to increase. Without giving away too much, you're still a couple of levels below seeing a measurable result. You don't have to request a budget increase, PP will increase once your prestige reaches certain levels.

291
Kolechia Design Phase, Late Autumn 1915

Equilibrium Fighter Monoplane (2 dice spent)

Progress: 3+5+2 = 10/19. 4 PP spent.

Kolechian engineers continue to hash out the details of getting the Equilibrium Fighter Monoplane into mass production. Enough progress is made such that a prototype squadron might be created, although persistent issues with the subpar synchronisation turn opinion against doing so. Within the project, a small group of engineers take time off to brainstorm a shorter name for it, but no consensus is reached.

Equilibrium Fighter Monoplane | 10/19 progress | 2 PP per die | Rushed 0 times | 6 PP invested

Requisition: Mortar Rounds

The request for mortar rounds without the mortars to fire them baffles the army quartermasters, but they comply anyway as a result of the goodwill won from conquering Derboise. The Kolechian army mainly uses the domestically produced K-09 “Dogbite” mortars, which are serviced by teams of four men. It fires a 155mm mortar round, which weighs 45 kg and is mostly high explosive with thin walls, sometimes blowing up the mortar when fired.

K-09 “Dogbite” Mortar Round: A 155mm high explosive mortar shell, carrying 45kg of high explosive. Is very temperamental when roughly handled. Cost: 1 PP.



It is now the Revision Phase, Late Autumn 1915. You have 3 dice remaining to spend on Revisions or bank for the next turn.

Spoiler: Projects (click to show/hide)

Spoiler: Designs and Technology (click to show/hide)

Spoiler: Squadrons (click to show/hide)

Spoiler: Equipment (click to show/hide)

Spoiler: Statistics (click to show/hide)

292
Design Phase, Late Autumn 1915

Squadron 1 of Feather-1914s at Derboise is now at Rookie experience level, and the pilots pass around a petition to have their planes upgraded with ailerons.

Although they have successfully captured Derboise, the army generals are a little annoyed that you weren’t able to adequately protect the artillery batteries from bombing raids. They do appreciate the assistance from the Hykib observers, and wonder why you requisitioned the artillery spotting equipment if it’s not going to be issued to the observers.

At Dreidansk, the general assigned to defend the city is mad that the air force has essentially abandoned the entire front, even given the lacklustre state of enemy air forces here. With the Sky Eyes still afloat, he warns that there is a good chance the city will fall next turn, and if the balloons return to their previous numbers, that is almost guaranteed.

The KPAF is finally known to the Kolechian public as the official organisation in charge of planes, but it will take some time for the acrobatic squadron to gather prestige.

A group of junior navy officers has approached the KPAF to ask for a loan of a Hykib balloon squadron, to test their ideas of dedicated balloon tenders.

High command has increased your budget by 2 PP, as the country devotes more factories to war. Top-quality Kolechian cigars have been replaced by cheap cigarettes, and the remaining boxes of cigars are fetching a high price on the black market.



Spoiler: Projects (click to show/hide)

Spoiler: Designs and Technology (click to show/hide)

Spoiler: Squadrons (click to show/hide)

Spoiler: Equipment (click to show/hide)

Spoiler: Statistics (click to show/hide)

293
Forum Games and Roleplaying / Re: Knights of the Skies: Verusa Thread
« on: June 13, 2018, 04:02:35 pm »
Design Phase, Late Autumn 1915

Squire 2 of Rhinos near Derboise is now at Rookie experience level.

The fall of Derboise has seen several generals ‘reassigned’ to other postings. In their wake, the Sky Crusaders have escaped the blame, mainly due to several dramatic bombing raids on the enemy artillery. The new generals are divided whether to launch an immediate counterattack in hopes of regaining the city, or to fall back to more defensible terrain to the north and along the Derboise-Demisonne road, with a majority favouring the latter.

The generals on the central front are somewhat annoyed by the withdrawal of most squadrons there but are prepared to stage an attack to capture Dreidansk. They call for more balloons to be sent here, and aerial photographs like the Kolechians have, if possible.

An artillery captain approaches the Sky Crusaders with a proposal. The Sky Eye balloons are able to carry three, of which all three are currently Sky Crusader personnel. He proposes that two of these spots be instead filled by artillerymen, who are both more familiar with artillery spotting and integrated into the batteries’ command structure, to improve the performance of the Sky Eyes. The lone Sky Crusader will still be in command of the balloon.

On Okinso, the garrison commander is appreciative of the new squadron of Sky Eye balloons assigned to the city. With the power of naval gunfire directed by these balloons and Basselton being a major port, the city should be able to hold out indefinitely even if the eastern road falls and the city is encircled. The chain of command here is a little convoluted – the balloon observers send their information to army forces in the city, who in turn radio the ships offshore for support.

Some Midako tourists make derogatory remarks as to the lack of an acrobatic squadron in Verusa.

High command has increased your budget by 2 PP, as the country devotes more factories to war. Top-quality Verusan whiskey has been replaced by cheap beer, and the remaining bottles of single-malt are fetching a high price on the black market.



Spoiler: Projects (click to show/hide)

Spoiler: Designs and Technology (click to show/hide)

Spoiler: Squadrons (click to show/hide)

Spoiler: Equipment (click to show/hide)

Spoiler: Statistics (click to show/hide)

294
Battle Report, Early Autumn 1915

This turn, the Verusan Sky Crusaders have retrofitted their Rhino biplanes to have ailerons as well, calling them Rhino’s Feet. Increasingly anatomically inaccurate Rhinos with this upgrade are now the equal of the Feather-1914 in manoeuvrability. They’ve also requisitioned obsolete Beehive Grenades from the army, the use of which inaugurates a new type of aerial warfare.

On their part, the KPAF looks into requisitioning Artillery Spotter Equipment from the army for their Hykib observers. The equipment consists of binoculars with range markings and the uniquely Kolechian ‘comtant’, a combination of compass and sextant.

The Northern Mountains

In the mountains, light snows begin to fall. A Kolechian patrol hikes their way up to the summit of Mount Koldova to replace the Verusan flag with their own, but is captured by a Verusan platoon waiting for them to do just that.

The fighting in the highlands is mostly centred around the battle for Derboise. Undoubtedly the biggest development here is the new tactics used by the Sky Crusaders. Rhino biplanes swoop in low over Kolechian artillery positions, their pilots clutching Beehive grenades in both hands. Then, with a quick twist, pull and flick, the grenades are away! Several Kolechian batteries go up in flames as grenades hit wagons piled high with artillery shells. Kolechian pilots scrambling to intercept these planes soon learn that for every such bomber, there’s another Rhino just behind it, waiting to get on their rear. Shootdowns of the makeshift bombers are extremely rare, and not worth the cost in planes lost for the KPAF.

While frightening, these raids aren’t all that effective, once Kolechian artillerymen begin organising into defensive formations. The bombing Rhinos fly low enough – barely a couple hundred feet above the ground - that one or two platoons’ worth of rifle fire is enough to shoot them down. The grenades, although fixed on sticks for better throwing accuracy, aren’t all that accurate as pilots must lean out of their cockpits to aim and throw them while moving faster than a speeding automobile. As fighting progresses into the city, Verusan pilots fly a series of daring raids down the city streets they know, staying out of sight until the last moment to throw their grenades. Kolechian commanders begin posting machine-gun nests in church steeples.

Somewhat higher in the skies, the artillery exchange is aided by balloons on both sides. The Kolechians have more of their Hykib balloons than the Verusans have Sky Eyes, although Hykib observers complain that they haven’t been issued binoculars despite the recent rumours otherwise. Rhinos and Feather-1914s tussle in the sky on mostly equal terms, although issues with their Foster mountings mean the Rhino has a slight advantage, and the Rhino pilots are also slightly more experienced. However, the Kolechians have another entire squadron of Feathers dedicated to balloon-busting, and more Sky Eyes are lost than Hykibs. Along with the continuation of accurate photoreconnaissance using Lvoc Cameras, this is enough to tilt the battle in Kolechia’s favour, and the city of Derboise falls.

Spoiler (click to show/hide)

The Central Plains

In the central plains, events in the air are much more subdued, as both sides have pulled away forces to focus on the battle for Derboise. A lone squadron of Feathers attempts to shoot down Sky Eyes, but suffers heavy losses to a squadron of Rhinos dedicated to securing air superiority. A Type 11 LMG-armed Feather can shoot down Sky Eyes without taking any return fire, but it must descend to their level and make multiple passes. This exposes it to Rhinos diving from higher altitudes, which gain the speed advantage and shoot down the Feathers in turn. The Sky Crusaders adjust their flight plans to patrol over the Sky Eyes, and few balloons are destroyed this month.

With the Sky Eye menace still present (albeit in reduced numbers), no balloons of their own for spotting, and suffering from the lack of aerial photography that they have gotten used to, the Kolechian army is pushed back to the outskirts of Dreidansk. The Verusans also solidify the flanks of their salient, pushing into the Cranve Forest despite harassing raids from Kolechian cavalry.

In the south-eastern alley, the motorcycle company’s advance is halted by a Kolechian trenchline, although Verusan infantry manage to hold onto their gains.

Spoiler (click to show/hide)

The Southern Islands

Here, the Sky Crusaders have petitioned the navy to deploy a single squadron of Sky Eyes at Basselton. The petition is successful, and the balloons go up just in time to meet a Kolechian army offensive aimed at the city. The attack is repulsed with heavy casualties thanks to the Sky Eyes, but other elements of the army continue their advance along the cape. Scattered raids on Verusan convoys continue, with the bulk of the Verusan navy tied down doing shore bombardment along the coastal road.

In the south of Okinso, Verusan infantry make great strides, capturing most of the northern shore of Lake Okinso. Cut-off groups of Kolechian marines in the east retreat to Mizogorod to reorganise and resupply.

Spoiler (click to show/hide)

Behind the Frontlines:

The official KPAF acrobatic squadron makes its debut, flying Feather-1914 planes in a tour of various Kolechian cities. Audiences are wowed by the sight of planes doing loop-the-loops and steep dives, and the highlight of the show is a flight of seven Feathers executing a synchronised barrel roll. Perhaps the only drawback is that “Squadron 2” is a rather uninspiring name for these pilots, though the KPAF does gain some publicity among the public.

The Outside World:

The French pilot Roland Garros scores the first kill achieved by firing a machinegun through a propeller, using armoured deflector wedges on his propeller. He is later shot down and his aircraft captured by the Germans. Another French pilot, Adolphe Pégoud, scores his fifth kill and becomes the world’s first fighter ace. The United States Navy launches the first aircraft from a catapult on a floating platform. The Germans begin the large-scale use of poison gas on the Western Front at the Second Battle of Ypres. British forces start the Gallipolli Campaign with landings at Anzac Cove and Cape Helles. Italy signs the Treaty of London, secretly agreeing to join the Entente Powers in exchange for parts of Austria-Hungary and Dalmatia. The ocean liner RMS Lusitania is sunk by a U-boat, causing tensions between Germany and the United States to rise. Finally, plans for the large-scale manufacture of Foster mounts begin in the RAF squadrons sent to France.

Event! The Imperial German Navy has been frustrated at the poor performance of its Zeppelins after a series of failed raids on England. They are seeking help from foreign sources to improve their Zeppelin design and are looking for an engineering partnership with a neutral nation. You may choose to spend up to 2 dice in support of the Germans, at a cost of 1 PP per die. In return, the side which rolls the highest combined total will receive an Airship Design Bonus. Said bonus will be a +1 to Effectiveness and +2 to Bugs when rolling for a Design related to rigid airships. Of course, those who will be getting bombed by the improved Zeppelins might not be too happy…

It is now the Design Phase, Late Autumn 1915.

295
Yeah both sides are pretty equal in terms of player count and activity. I guess it's up to the players to convince you which side you should join.

296
I'm considering designing the "Verusan Bench", which is a 0 cost, 0 maintenance wingless/engineless aircraft, which we can assign pilots to man during periods where we're upgrading squadrons or need to cut costs for PP management.

Efficacy: 6

The "Verusan Bench" isn't a proper aircraft, or even a wingless/engineless aircraft - it's an entire building complex designed to house Verusan pilots during times of transition. The army draft enforcers are assured that pilots are doing actual war-useful work inside. The complex consists of quarters to house the pilots, classes to hone their flying skills, and a number of recreational facilities such as Olympic-sized swimming pools and playing fields for them to unwind.

Unfortunately, word reaches the army generals after one-too-many picturesque postcards are sent home by its occupants. The army requisitions the Verusan Bench, which is promptly converted into a resort hotel and bar "The Bench", where the top brass go to sip martinis and boast about their latest exploits capturing another quarter-mile of territory. The army is pleased by this development, and suggests the Sky Crusaders change their name to Knights Hotelier.



There will now be free and unlimited equipment storage. Squadrons can now be mothballed, preserving their experience and equipment. Experience will decay very gradually for mothballed squadrons. Mothballed squadrons can be reactivated during the production phase at a cost of 1 PP and only return after 1 turn: rather than in the next battle phase, they'll appear in the next next battle phase.

297
The Verusan side has raised the issue of not being able to buy and store excess equipment for later use as being unnecessarily tedious, in that excess equipment must be shuffled around between squadrons to keep it.

My original intent in making such a rule was to prevent the 'snowball' effect that occurs when one side gains an advantage in PP income. Say that Side 1 has a 2 PP advantage over 3 turns, with storage being a thing, then they could potentially gain more by banking this to 6 PP of equipment for future squadrons, instead of having to immediately spend it or lose it.

However, I can see that it is annoying to have to do inventory shuffling to bypass this rule, and this rule will likely become obsolete once you have enough squadrons to 'bank' all the equipment you could possibly want. Thus, I am considering removing this rule, but would like agreement from the Kolechian side.

There's also the issue of disbanding squadrons. I said to both sides that mothballing squadrons isn't allowed, and on further reflection I still think it shouldn't be allowed as it might lead to "modular" airforces, where each side just activates a few of many mothballed squadrons as-needed to counter the enemy. This might be avoided with continued maintenance costs when mothballed/reactivation costs or time, but that will be even more accounting on my end (I am steadfastly trying to avoid fractional PP costs in maintenance).

So the only thing you can do to reduce maintenance costs now is to disband squadrons, which loses all pilot experience. I might consider allowing you to retain the pilot experience as a cadre of pilots, but with a gradual experience decay. Any thoughts on this?

298
Forum Games and Roleplaying / Re: Knights of the Skies: Verusa Thread
« on: June 12, 2018, 01:13:19 pm »
Actually, that rule was to minimize the "snowball" effect of one side having a higher PP income than the other. I'll consider changing it, further discussion will be in the core thread.

299
Forum Games and Roleplaying / Re: Knights of the Skies: Verusa Thread
« on: June 12, 2018, 05:42:17 am »
Yes, you can give conditional orders.

What a can of worms you just opened...  >_>



Just to doublecheck, Cnidaros, when a piece of equipment gets mothballed, do we lose the pilots?  Or do we have them sitting on the ground in a barracks or something waiting for the next set of planes we build?  Do we still have the equipment we mothball, or is it destroyed or whatever? If it's mothballed, we don't need to pay maintenance on it, right?  But we still have it in reserve?  I just wanna make sure we're not trying to do something the rules dont allow.

To clarify, you can't mothball squadrons. You can only upgrade their aircraft, add, swap or remove equipment, or disband them entirely. Disbanding a squadron gives no bonuses to the remaining squadrons, and the pilots are sent to the frontline and not preserved for future squadrons. Equipment also can't be mothballed, and in fact doesn't exist when not equipped to a squadron, so you can't use it to bank PP from one turn to the next.

Also, I may have to parse unreasonably long conditional statements, but you're the ones who have to write and argue about it anyway, so I still have the advantage here.

300
Question to the GM, if we take down one of our squads, what happend to the pilots?

The pilots are reassigned to the infantry units earmarked for the next mass charge. If you disband a squadron, all the experience and equipment is lost.

Squadron 2 is the most experienced actually.

GM : Can we shuffle equipment around?

Yes, you can shuffle equipment from one squadron to another.

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