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Messages - Sensei

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421
Pfff well fine maybe I'll just do the Cannalans' design first.

If you guys need to securely change your votes over to a new option without abandoning your second best option, maybe you should adopt the previously-discussed multiple voting scheme sometime soon.

422
I've got things to take care of so I won't be writing it up immediately, but unless something really surprising happens it looks like the Hammer of Forenia is the winning vote.

423
Forum Games and Roleplaying / Re: Exodus from Vlanlados
« on: July 23, 2018, 01:33:56 am »
Haha damp

(Because they drowned lol)

424
Forum Games and Roleplaying / Re: Exodus from Vlanlados
« on: July 23, 2018, 01:09:38 am »

Quote from: MAKE MORE WARM COATS :V
PRAISE KOTZAR!
(4) Kotzar gives Inspirational Speech: eS, Cnidaros, NAV, King Zultan
(2) Make Kotzar mentor the Katzarin: Cnidaros, blueturtle1134

Shelter:
(3) All colonists on shore continue making igloos, using construction tools: Cnidaros, NAV, King Zultan
-(3) Those not fit for labour to make more warm coats, using remaining feathers and necessary leather: Cnidaros, NAV, King Zultan
(1) Use the excavator and relevant experts to assist in construction: Cnidaros
(4) Don't use the excavator to construct: Andrea, King Zultan, blueturtle1134, NAV
(2) Make nice tents with all remaining leather: Cnidaros, NAV

Transport:
(4) Move items as in Priority Queue: Cnidaros, NAV, King Zultan, blueturtle1134

Food:
(4) Increase fishing ships to 6: Andrea, King Zultan, blueturtle1134, NAV
(2) Fish off the side of the ice shelf: blueturtle1134, NAV
(1) Half Rations: eS

Expeditions:
(3) 18-man hunting party, half with rifles, the other half with hunting tools to set off and hunt seals once hunting tools/sled are delivered to shore: Cnidaros, NAV, King Zultan
-(1) Bring back the skin and bones as well as the meat: King Zultan
-(3) Don't brick back any non-edibles: Andrea, blueturtle1134, NAV
--(1) Leave the bones and skins in marked stashes for future recovery: NAV
-(2) If we find a young seal, bring it home as a pet for the Katzarin/possible pack animal: blueturtle1134, NAV
(3) Expedition to the coal seam, bring excavator, tractor with sled and the expert miner, along with as many people can fit on the machines: King Zultan, Andrea, blueturtle1134

Mapping:
(3) Find out how far the coal vein is from water: NAV, King Zultan, blueturtle1134
(3) Draw a basic map of the area: NAV, King Zultan, blueturtle1134

Miscellaneous
(4) Make a sled out of ship furniture, deliver it to shore: Cnidaros, NAV, King Zultan, blueturtle1134
(4) Make a large sled to attach to tractor (use mechanical expert and as many people as needed): Andrea, King Zultan, blueturtle1134, NAV
(4) Salvage all small items on the ship that could be useful, like rope/chain: Cnidaros, NAV, King Zultan, blueturtle1134
- (0) Small items on the ship that could be useful includes Katzarin:

A Speech

The Kotzar calls for a speech to be heard, on the ship- he stands high on the top deck of one half, while his audience sits on the many decks of the opposite half, like a sort of amphitheater.

"Antarctica is in many ways an alien world. Living on it is like living on the moon, nobody sane even attempts that. However, this is what has been said about many places in the world, including our old beloved shithole, Vlanlados. We lived down there and somehow we survived... mostly... unscathed. While coming down here is not the best of ideas, as in best case it isin't exactly better than where we lived previously, it's really not that bad. There's air, there's water, we found coal and food, even if we haven't really figured out how to get enough of it, and, to think of that, there are no murderous polar bears, just harmless seals and penguins! I think. Now, it all comes down to working hard to start getting enough of what we need. So what I will need of all of you is to do exactly that. And really, just think about it - when we settle Antarctica, and world learns of us, we will be famous! We will be rich thanks to interviews and seal... movies! Everyone will want to be like us! We just need to suffer through this for a while longer, and then we will be rewarded with our own continent to live on, unlike those pesky Forenian and Cannalan islanders. Vlanlados will yet become the most powerful country in the world! We will have our booming arms industry and retake what is rightfully ours! We will do the impossible! We will be mighty! IT'S NOT EVEN COLD OUTSIDE, LIKE COME ON! ALL HAIL KOTZAR!"

[1d6:6] The people don't understand all of what he said but they love it anyway. Women scream and swoon. Men stand in salute. If there were skeptics about Kot's leadership among the common people before, there are almost none now. After a rousing, unplanned rendition of the Vlanladosian National Anthem sung by hundreds present, he adjourns.

Evacuation

The Crabby Wench is unstable, so all efforts are focused on getting people and property on shore before disaster strikes. Except actually only have efforts, because six of the lifeboats are devoted to fishing. This is presumably based on the argument that running out of food would be equally disastrous, which is actually a valid point, but the splitting of labor leaves only five boats and the raft to move things, including cooked meals and such other supplies are consumed by workers on shore.

In the first three days of working, a bunch of stuff is moved according to the priority list written by one of the cabin-hanger-arounders (for lack of a better term for the people who tend to make decisions in the colony). The medicine, hunting and construction tools, the food, and a portion of the coal are moved over. The 60 fishers pull up 1000 pounds of food, eating the fast-expiring, (and slightly unpleasant, to the Vlanladosian tongue) krill first. Shore or ice-shelf fishing is discussed, but falls out of favor instead of having the workers on land build as much shelter as possible. A few random sundries are brought as well but not many, as the priority has already been decided upon.

The Kotzar moves permanently on shore first, (or first after the order to evacuate everyone at least) to set an example for the other colonists: he will not have them saying that he sits in a warm, dry cot while demanding the rest of the colony move into damp igloos. Still not without his penchant for grandiosity, he commissions a larger igloo for himself, which requires scaffolding to assemble, and has space for fully 16 people. Unfortunately not only is the larger igloo colder than the smaller ones, this means he has to share the space with 15 other Vlanladosians, at least one of which has sleep apnea and another of which talks in his sleep about insane plans to film movies about the local seal population wearing wigs. The Kotzar sleeps poorly and is seen with bloodshot eyes throughout the day. Impressively, another full 200 colonists' worth of igloos are prepared. The workers already on land are much more productive than workers who have to travel out by boat in the morning and return in the evening.

Some of the mechanics are dedicated to preparing sleds from furniture and whatever other spare materials they can find on the ship. [1d6:5] They've put together one large sled to be towed behind the tractor and three smaller sleds that could be pushed by hand. Each one is pretty sturdy and light considering the materials available, which is tube-steel frames with a wooden deck made of deck boards from the ship.

Lastly, an 18-man hunting party is sent out, with rifles, as soon as the hand-sleds are ready. Their orders are to head to the seal colony and bag up as much seal meat as they can, and meat (or fat) only, to feed the colony. At the same time the tractor, excavator, and large sled head south with a team of 6 lead by the mining engineer towards the coal seam. It's barely enough people to operate the two machines, but the hunting team already brought 6 of the 8 tents (two more have been put together) and they don't want to risk sleeping outside. In all the rush, nobody who's been out before is available to draw up a map.

The Storm

On the night after the third day of the week, some of the few colonists who've stayed out after dark see lighting on the horizon. They tell the others to pack away any lightweight things left outside, and make an effort of dragging the boats and raft far ashore, but other than that there is little to be done but go to sleep and hope for the best. The colonists on shore could tell little of what exactly happened that night: it was dark, and furthermore the air turned white with fog and sea spray no lamp could pierce. What is known is that the wind howled like an angry god of wolves, thunder boomed the whole night through, some colonists came into igloos desperate for shelter after their own collapsed, and at some point, everyone heard a prolonged, groaning crash of metal.

In the morning, all the helpless colonists can do is observe the wreckage of the Crabby Wench- what's left of it, that is, a pile of metal beams and bulkheads no more than a quarter the size of what was there before. The enormous foundry crucible pokes out of the pile. In the water is driftwood... and bodies. Of what is on land, much of it is buried in snowdrifts, many of the colonists need to dig out the entrances to their igloos. Much of the rest of the day is spent rescuing colonists who had somehow made it to shore after the ship collapsed, or were lost in the dark after abandoning the remains of igloos.

Spoiler: Population (click to show/hide)

Spoiler: Property (click to show/hide)

It is Day 27

The architect and two of the manufacturing experts are missing, along with doctor- all on the ship at the time, as was almost every colonist that didn't have shelter on the shore already when the storm hit. That's to say, 550 colonists. 53 of those turned up alive, but most of them sick after having swum to shore and spent the night in the cold, or they even have frostbite, and some of the ones who lose their igloos are sick as well. Some are floating in the bay, most are just missing. Pretty much all the equipment on the ship is as good as gone- if it can even be recovered, it's wet and probably damaged, the only obvious things worth recovering are raw metal and some of the heavy-but-simple foundry equipment.

In the absence of the doctor, a few of the colonists who worked with him are using what they've learned, but most of them were working in the hospital on the ship, so properly treating the sick colonists takes a lot of guesswork. 8 colonists have frostbite, and will probably need fingers, hands, or feet amputated, but nobody's confident in undertaking such a procedure.

As for the men on expedition, none of them are due to return for a few more days still. There's no saying what happened to them in the storm. If they don't return soon, you may want to send people after them, or you could send a party preemptively.

As for the immediate pressing issues, food is still a problem, and furthermore, there's not enough shelter for everyone. Even if you cram into the igloos (and that's with space to sit, but not lay down), you could fit 500 people at most in what you have now. Then there's the bodies. Naturally the colonists want to see their friends and family buried, at least those of them whose corpses have turned up, but you will have to decide whether to set aside the labor.

It is a grim time indeed for Vlanlados. The colonists are grief-stricken... but still, determined, and faithful in their leader. What will you do?

425
Remember to always use the latest vote box! ;)

It looks like the votes here still aren't stable, so I'll probably wait a couple hours, or maybe overnight, to do the design.

426
Forum Games and Roleplaying / Re: Exodus from Vlanlados
« on: July 21, 2018, 03:42:11 pm »
I've made a few minor edits to the previous update:

A Small Update

First, it now states the date, Day 23 (which is August 20th, 1944).

Second, the food count has been corrected. Since 1200 pounds of food were brought it from fishing, this is 600 rations, rather than 800. The Physicist, you see, eats like a bird and simply assumed that the other Vlanladosians do as well, but in fact they are much hungrier after a day of hard physical labor. This means that the food stores are currently enough for about 6 days, although continued fishing will at least get you through the week for certain.

Half rations would be one pound of food per person, per day. This is just enough to ward off starvation, but people will complain and labor will slow down. Still, it won't be the first time Vlanladosians have gone without enough food to fill their bellies.

Some people have been asking as well about the location of the coal. It is three days' walk south, and near the coast, perhaps half a day's walk from water. As such it would probably be most efficient to transport by water, but you will still need sleds or something. The lifeboats you have right now aren't well suited to long journeys, they may be lost if they're caught in poor weather, but in a pinch one could probably carry enough coal to last a week in just a couple trips, leaving enough room for men to paddle and all the supplies they need. The excavator or tractor could probably make the journey to the coal seam by land, if necessary, but that will take up a good chunk of the week for them.

If you want to make a map, some of the men who were on expeditions can try to draw one, but it's not going to be very detailed.

427
The common thread of thinking which usually comes up when submarines are suggested, is that the Cannalans will counter them with a sonar system very shortly after they are made, so their usefulness will be limited. Of course, this still forces the Cannalans to spend time making a counter and there's always the chance that they will feel something else is more pressing or flub their roll, but that's the gist of it.

If it comes to it, they could conceivably try to attack submarines from above with aircraft such as their Chupacabra, although they don't have any weapons specialized for the purpose.

428
Forum Games and Roleplaying / Re: Exodus from Vlanlados
« on: July 21, 2018, 12:56:59 pm »
Note to the curious, the correct math is that Vlanladosians eat 2 pounds a day, and 600 could be fed by the fishing.

429
Forum Games and Roleplaying / Re: Exodus from Vlanlados
« on: July 21, 2018, 03:37:23 am »
Code: (Votes) [Select]
Shelter:
(9) Build igloos using block ice and tools: eS, Madman, blueturtle1134, Kot, NAV, King Zultan, TricMagic, Cnidaros, Kashyyk
        - (5) Make the master architect design igloos: NAV, King Zultan, TricMagic, Kot, blueturtle1134
        - (4) Give Kotzar AND HIS ADVISORS the nicest igloo, so they may debate future actions more efficently: eS, Kot, King Zultan, Cnidaros
        - (5) Let the Kotzar share with his people and not get his own anything: Madman, blueturtle1134, NAV, TricMagic, Kashyyk
(3) Continue to make warm coats, using remaining feathers and necessary leather: Cnidaros, Kashyyk, blueturtle1134

Transport and salvage:
(9) Offload as much to the shore as possible: eS, Madman, blueturtle1134, Kot, NAV, King Zultan, TricMagic, Cnidaros, Kashyyk
        - (4) Using both raft and lifeboats: NAV, King Zultan, Cnidaros, blueturtle1134
(7) Use Aft Crane to retrieve boilers, engines, etc and dedicate all three mechanical experts to the task: eS, Madman, Kot, NAV, King Zultan, , TricMagic, Cnidaros

Industry:
(8) Increase fishing and set up cookery: eS, Madman, blueturtle1134, Kot, NAV, King Zultan, TricMagic, Kashyyk
       - (1) Use only 3 lifeboats: Cnidaros

Expeditions:
(7) More Expeditions: eS, Madman, blueturtle1134, Kot, NAV, King Zultan, , TricMagic
        - (8) Give Expedition Crews Warm Gear and Tents: eS, Madman, blueturtle1134, Kot, NAV, King Zultan, , TricMagic, Cnidaros
        - (8) Search for Coal and Farmable Soil: eS, Madman, blueturtle1134, Kot, NAV, King Zultan, TricMagic, Cnidaros
                - (5) Prioritize coal: blueturtle1134, Kot, Cnidaros, Andrea, Kashyyk
                - (3) Prioritize soil: NAV, King Zultan, TricMagic
        - (2) SHOOT SOME SEALS, SEAL GENOCIDE NOW: Kot, King Zultan
        - (3) Hunt seals sustainably: NAV, TricMagic, blueturtle1134

Other:
(2) Officially name the raft "Ovechkin Did Nothing Wrong": NAV, King Zultan
(1) Officially name the raft "Ovechkin Did Nothing Wrong 2": TricMagic
(1) Officially name the raft "Kotzar's Pride": Kot
(2) Officially name the rate "Helmsman Did Nothing Wrong": Cnidaros, blueturtle1134

Code blocks are just better. You can select, all characters are same width, and you don't get emojis for 8s.

Making Shelter

With the engineers concerned over the longevity of the Crabby Wench, workers are assigned to start building igloos. Using firm blocks of ice or compacted snow cut with saws, over the week enough shelter is made for 200 people. At the same time, many goods are moved across, but there's competition between ferrying workers, goods, and fishing, so many people still spend time idle, waiting for boats on the shore or the ship.

[1d6:6] The new igloos are working out well. Each one supports a few people and a tiny fire-pit inside, with hot air rising out a hole in the top. People still need to sleep with their warmest coats on and tend to wake up cold in the morning, but it wards off hypothermia well enough. A small amount of cooking can be done inside each igloo. Still more cooking is done one the ship's cast iron stoves, which are being brought out one by one, but they're just set up in rows outside as they tend to make the igloos too melty when they get properly hot.

Most of the boats, and the raft (with "Ovechkin did nothing wrong!" written on it, later with Ovechkin crossed out and replaced by "Helmsman"), have been busy moving supplies throughout the week. About half of the equipment has been moved over, not including the enormous machinery and foundry parts. The crane itself will present a challenge too. With all the competition for boats, it's good even this much has been moved. But, there's been three drownings (it turns out Vlanladosians don't all know how to swim), some tools have been lost just due to being dropped during the elaborate procedure of loading life boats off the edge of the ship, and one boat disappeared in the night- improperly moored, most likely. In addition to equipment, food and water goes back and forth every day. The people working on shore need to eat meals at mid-day, some people on the ship want to eat fish instead of stored rations, and the ship has run entirely out of clean water so that boiling snow is a considerable labor, to provide enough clean water for drinking and washing every day.

In addition to this, the labors of the mechanical experts have been dedicated wholly to moving the ship's engines and boilers. [1d6:4] One boiler and turbine have been brought ashore, and the crane has been modified so its cable goes through a set of winches attached to the ship itself, specifically for this purpose. They're not much use, really, but at least they're good metal.

The Doctor says the sick men will improve, but they need to stay aboard the relatively warm, dry ship right now. Unfortunately a few of the people assigned to helping them have taken ill too, despite his best attempts to emphasize the importance of hand-washing.. That's not an issue for the time being but eventually everyone will need to move into igloos, once there are enough igloos, given that the ship may very well be unsafe (it's listed two more degrees).

The fishing effort hasn't been enough, considering that food has rapidly been dwindling, but the people fishing are getting better at it. Working with three boats, they've pulled up 1200 pounds of fish and krill. On the one hand, that's good! On the other hand, Vlanladosians are hungry sorts, and that's only enough to feed 800 people for a single day. "Doing a quick round of math," the ship's physicist asks of the Katzarin, who he's continuing to tutor, "if all the boats are put to fishing, how many people will that feed?" She jots with a piece of coal on paper before declaring with a smile, proud of her math, "2,200 rations a week! About! And we need... 6,650..." The smile ran from her face. In spite of this, some colonists have seen the size of the catches brought on board and asked why there isn't more food to be had, requesting a change to three-pound rations each day.

Since coal has been moving about, you've been able to count up how much is being used, it seems like half a ton a week at this pace. About equal amounts are used for cooking as for keeping warm, which are separate tasks for the most part right now, plus some for operating the crane.

Spoiler: Population (click to show/hide)

Spoiler: Property (click to show/hide)

It is Day 23

Expeditions have gone out again. [3d6: 3, 6, 4] One found nothing, one brought back all the seal meat they could carry (fully 50 pounds each, totaling 200 rations, but they lack a means to carry more), and one found a coal seam, three days south. It's small and in thin bands, they say, but it IS coal. They brought a tiny handful back for proof, having had to chip at the rocks with an ice-pick. They didn't bring mining tools on the grueling six-day round trip.

The Kotzar's chambers are again abuzz with debate. Though the situation among the common colonists is generally happy, considering they're stranded in Antarctica at least, but the people "in the know" are aware that the colony is facing disaster on multiple fronts: The most immediate being a lack of food and the need to evacuate the ship before it collapses. A small storm passed through during the meeting, in fact, during which the ship listed an additional degree, give or take yet another additional degree depending on which side of the Kotzar's quarters you were standing when you used the level.

Coming up, you will need to decide how you will get food (fortunately there are more permanent workers on land now), what equipment needs to be moved out of the ship first, and how to provide shelter for all the people who need to leave.

430
I think the kols assigned a squad to performing in front of civilians, does anyone know how well that worked out for them? We could do the same with some of our Rhinos that are becoming obsolete, and it will only cost us upkeep (and it can keep our non-rookie pilots available for putting it better planes later too).

431
The War This Turn:
This season, Forenia is trying to make a push once again on Tereshkova, to interrupt the Cannalans' ore supply. They're also making an attack to force them out of Forenia itself. Cannala is making an attack on Vlanlados, as well as trying to advance on Forenia.

The Battle at Sea
Thanks to the Noose, Forenia won't even let Cannalan aircraft near their ships. The Noose has a reasonable enough hit rate, for being on a four-mount, that Cannalan aircraft (especially the large Vengeful Charlottes) can't come near Forenian ships. Up in the air the Forenians' cheaper radar has had an immediate effect. The Very Expensive VVF and the Expensive VVF-Q planes are all equipped with radar, giving the Forenians a pretty comprehensive view of the airspace around them, limited mainly by pilots' ability to coordinate their communications. It even allows Forenian ships to make better use of their Saltseeker missiles at the end of their range.

There is an issue with this, however: The Cannalan Stingray missiles fly further, and faster. In fact, they have more than twice the range of Forenia's Noose missiles. Consequently, if Cannala gets into a missile exchange with Forenian ships, they tend to win: While the Stingrays have a considerably smaller warhead and it might take multiple hits to reliably cause damage which will disable a well-armored ship, Cannala's missiles are cheap, longer-ranged, and hit more often. What's more, a Vengeful Charlotte can deploy a Stingray from so far away that even Forenia's extremely fast VVF fighters, with radar to help them, struggle to reliable intercept them before they can fire and retreat. Tereshkova herself curses them as cowards, but it's an effective tactic.

As for Cortez, he also regards the missiles as cowardly, though he relies on them: So much fighting is done over the horizon now. Buccaneer boats sit unused and the gun operating crews are growing lazy. Missiles aren't totally relied on: The simply fact that every ship on the water was designed for guns and retrofitted with missile mounts where they could fit is the reason for that; once missiles are fired it takes a while to get more on deck. Even though, it's clear that the age of fighting ships with cannons is coming to an end.

Missile interception is also a growing tactic: Both anti-ship missiles in use right now tend to fly very close to the water which makes them difficult to pick up on radar, but with some skill and luck they can be shot down by a plane, particularly the slower Saltseeker, as the Cannalans' Stingray goes so fast that it takes a VVF on full afterburners just to get a short attack window. An occasional lucky shot with on-deck autocannons has also recorded some missiles destroyed, but this is also extremely difficult.

Cannala has an advantage at sea

The Battle for Vlanlados
Attacking: Cannala

Having been defeated here before, Cannala is relying on their newly recovered naval advantage and Barracuda missiles, which can attack ground targets, to give them a victory. Early in the fighting it also becomes clear that the current state of anti-ship missiles makes shore defences rather effective: Although Forenia's missiles lack the range and speed of Cannala's, they can shoot at assaulting Cannalan ships while Cannala can't fire missiles from ships to the shore, at least, not if they expect to hit anything without getting a target painter there first. This means that despite Cannala's naval advantage, the advance to shore is costly, and several Walrus landers (which somewhat suffer the problem of putting a lot of eggs, or tanks, in one basket) are lost.

A Cannalan squad is pinned down, just a few hills past the beach. Ahead of them, a Bjorn tank and some autocannon positions are destroying everything that advances, and it's only a matter of time before the Forenians push back. Major Cuellar, relatively green, is in command. "How's it look up there?" "Not good!" Says his subordinate. "They had one of those sewing machines roll up too, it's even worse now!" "Listen up," says Cuellar, "we got a dispatch from Command before moving out, we can call for something called a Barracuda, they say it's the biggest god damn missile Cannala every built, it'll fuck up the whole lot of them at once!" He looked to his radio operator. "Call up CNS Ugly Dolphin with our coordinates and tell them we need one, and fast!" After a moment of turning around and shouting into the radio set to be heard over the gunfire, the radio operator looked back at Cuellar. "They say it'll be here in sixty seconds! And we need our Hornet guy painting for it!" "Well grab a painter and get up there, we want to be ready!" Cuellar looked at the seconds pass on his watch, it was going to be a long minute of hoping not to get hit by a mortar shell. After a while (or what felt like a while) he looked up to see his radio operator nearly in position, but writhing in pain from some injury. "Someone drag him back to safety!" Cuellar shouted, and crawled as fast as he could to take control of the target painter. By the time he reached the edge of the hill and got the painter in his position, his watch showed just ten seconds left. He peeked over the hill and held the painter on target. The roar of the Barracuda's ramjet could be heard clearly even from far away as it approached, the Forenian soldiers looked up and it and dived for cover or scattered in fear. The missile veered down towards them... then, not having veered steeply enough, flew over them, lost its radar contact, and began to return to its cruising altitude automatically. Cuellar watched in despair for a few seconds as the missile turned into a tiny dot in the distance in a matter of seconds, before some trees obscured his view. Then the Forenians started shooting again. Cuellar knew what to do in this situation: "Retreat! Get back! Everyone run away!"

Once on land, the Barracuda missiles aren't the game changer which the Cannalan army had hoped. While it constitutes a lot of firepower in one place for sure, the promise of actually hitting its target is one on which it often falls short. Despite some occasionaly spectacular displays of destroying or disabling a few vehicles are once, it's just not reliable enough to make a real difference. The Forenians also deploy their Garlic Salamanders in an anti-air role here. They're preferred considerably by soldiers over the old Sewing Machine trucks for the additional protection they afford. Besides having defenses, the radar system makes it much easier to identify targets. It's quite effective against Chupacabra helicopters, but still a bit sluggish to be a real threat for fixed wing aircraft. It's effective against Raider APC's as well, but the gun itself is somewhat vulnerable and slow enough still that common Velociraptor turrets are still best in this role.

With Cannala not having any especially good tricks up their sleeve, Forenia continues to win battles here. However, it's also of note that their Noose Ground-Air-Missiles are tested more here. While they're reasonably effective against fast-moving targets like planes, with a moderate hit rate (best against Charlottes), they're actually rather difficult to bring to bear on Chupacabras. Being remotely near any ground clutter such as trees or hillsides confuses the missiles immensely and the first solid rocket booster stage means the missiles tend to only be accurate against targets at least a few kilometers from the launch site anyway. For close-in defense, a SPAAS (Sewing machine or Garlic) is a better option.

Forenia holds Vlanlados. [Cannala 0/1, Forenia 1/1] Forenia has claimed their second Uranium resource- if they do not spend some next turn, they cannot stockpile more.

The Battle for the Tereshkova Jungle
Attacking: Forenia

Cannala's new weapons have little effect this season. The anti-ship missiles are for targeting ships, and the Barracuda is often simply not an option due to tree cover preventing the already weak Hornet radar target painter's signal from being detected by a missile thousands of feet in the air.

The Forenians however, have quite a bit of fun with their Garlic. As noted before it's decent against ground vehicles and good against Chupacabras but none of this is enough to be a game changer on its own. The IR tracking doesn't do a very good job of following even a slow Chupacabra, so it's easy for gunners to just aim manually with the periscope. That's fine. That was never the point of IR tracking... not really. What is the point, is sitting back on a warm night, relaxing with your crew, enjoying your beverage of choice (or as close as you can get in the field, often a jug of kvass fermented in camp) while swapping jokes and stories, watching the stars out of the top hatch, and waiting for the beep of the IR sensor alarm. This means that there is an IR source- an Aswang IR lamp, likelier than not- and the gun will automatically track it. This is only vaguely accurate, but when the gunner depressed the switch to fire four 30mm Velociraptor cannons loaded with high-explosive fragmenting shells at once, generally anywhere within a few meters of the intended target is good enough. Then, when you're sure they're all dead, it's back to drinking and joking.

From the Cannalan side this presumably looks something like "Why is the turret turning? They can't see us, right? Right?" but, there's not many Cannalan witnesses to tell the tale.

In fact, this is probably not nearly as good a solution to fighting Cannalan night vision soldiers as Forenia just developing their own night vision, especially with it being expensive, but just going from having no answer to Cannala's night vision for fully three years to having something to blow them up with somewhat reliably is a huge slash in the effectiveness of Cannala's night vision tactics. Now, every night vision operation (in the interest of stealth, largely carried out without vehicles) is a matter of making sure that there isn't a Garlic in the area of operations, or the mission is probably a bust- at least, it doesn't justify the inherent logistical challenges of sneaking around at night and peering through night vision scopes to navigate.

In light of this, some of the other Forenian advantages can come to the fore. Their flame weapons, both a flamethrower and the Salamander-F, made a considerable difference, and they make good use of their air superiority with a plethora of weapons, particular the two variants (incendiary and shaped charge-fragmenting) of their Firecracker bombs, commonly delivered by Haasts for more precise strikes or over a blanket area from the venerable Arstotzkan 1931-HAFB bomber. Well, "blanket" being two tons of bombs to the Haast's one ton, out of a large three-engine bomber. Furthermore, the Salamander APCs still tend to have an advantage over Raider APCs- being able to use an autocannon to good effect against light Cannalan armor while the Cannalans are required to rely on a full size cannon. The Horsekiller MK II, as well, is an... acceptable solution to anti-armor operations. The Artemis artillery is also considerable, for its good mobility and enormous firepower and range.

The Chupacabra is one advantage of the Cannalans which is great here, and will probably never be completely negated by the variety of defenses now arrayed at it. They also have better rocket launchers, in the light MURD-ER and heavier painter-guided Hornet. But, altogether, it's definitely not enough.

Forenia advances. [Cannala 3/4, Forenia 1/4] Cannala has once again been robbed of their ore here.

The Battle for the Forenian Jungle
Attacking: Both

Having already advanced in the Tereshkova jungle, the outcome seems determined here, but it's well past time to take a closer look at small arms for any advantages one side may hold. Most of them have been in service since before the Cannala-Forenia war, but there are changes here and there, and it's important to keep track of how they are used in any case. You can skip reading this section if you like, but it will be here as the most recent re-assessment.

Both sides' most widely deployed infantry weapon is an assault rifle- a weapon which fires bullets in between the size of a rifle or pistol, and is capable of automatic fire or single fire based on a selector. The Forenians use the AS-AR34, firing '7.62L' cartridges (similar to, although predating, the 7.62x33 in the American M1 Carbine) from either a 24-round magazine or 40-round drum. It's rather large and heavy actually, despite its aluminum furniture, being as long as a full-size rifle and weighing about 5kg. The fire selector knob is also very stiff, sliding forward several centimeters, making it not very handy in the fight, but the weapon's front and rear vertical grips make it controllable and the weight does help some with recoil, so besides being heavy it's an accurate weapon. It also features a tactical rail which often has magnifying sights attached by squad marksmen, or flashlights. The Cannalans use the M1933 QFW Mk2 SSRA- a word salad of which the most important part is, "Standard Service Rifle, Automatic". It feeds from a 40 round mag only (also necessarily making it quite a heavy weapon to carry around) and, much like AS-AR34, it weighs 9 or 12 pounds despite minimalist aluminum furniture, depending on whether it's the long or short barrel variant. Curiously, the magazine is a helical feed, looking like a long cylinder along the rear length of the top of gun, it's compact but clumsy to reload. There is another thing that makes it different, it's in a bullpup configuraration, which is much more convenient for close quarters and makes the gun a little easier to handle as the weight isn't far from the shooter. It too features a tactical rail, although optical the sights in use by Cannala aren't as nice as the Forenian ones, plus the additional curious feature of a belt adapter, which can make it into a full light machine gun in a pinch. It also has reasonable ballistic performance. In conclusion, both assault rifles perform well but are heavy and slightly unwieldy, and make some simple operations difficult (changing mags for Cannalans, and changing firing modes for Forenians) though the Cannalan one is shorter which is good in close quarters. The belt adapter isn't very useful except in mountain environments, when it can offer the role of an LMG with low ammo weight, but also less range.

For longer ranges, both sides have a 'normal' rifle. The Forenians have a choice between the less-accurate semi-automatic AS-F14A, a rifle which fires from an open bolt and a 12-round box magazine, and the M2 Osprey, a more accurate rifle which has a bolt action and a 10-round magazine- both are well made, but the open bolt action makes the AS-F14 less accurate and usually it is replaced by the AR34 except odd circumstances where a soldier strongly desires the range of a full sized rifle with a semi-auto action. The Cannalans have a similar choice, between the M1928J Sushi Rifle which is semi-automatic and the M1913 Standard Service Rifle, which is bolt-action. Both are loaded hot and deliver a large kick, but because the M1913 SSR loads from a stripper clip, soldiers strongly prefer the M1928J. The Cannalans' M1928J is the slightly more accurate semi-auto rifle, but on the other hand, the M2 Osprey is the better bolt-action for extreme ranges. On the whole, since assault rifles dominate the mid-ranges, the Forenians have an advantage here- but again their better optical sights make a greater difference than the guns themselves.

Portable machine guns are used by both sides: The Forenians have the M3 Sorraia, fed from 50-round belt segments (which can be strung together) and equipped with a portable belt box and folding bipod, or a tripod for immobile use. It's cooled with copper heat sinks under a shroud which allows it impressive endurance. The Cannalans entered the war without a 'proper' light machine gun and made the M1939 La Sierra, which has an extremely similar feature listm and just relies on an ordinary barrel which can be changed. Very marginal advantage to Forenians here for their cooling system but really, the guns are both competently executed with the same feature list and there's few differences noticeable in the field.

Each side has a heavy sniper/anti-materiel rifle as well, the Forenians being the first, with their Horsekiller Mk. II which fires absolutely obscene 15mm rounds loaded hot enough to destroy an antique Horsekiller if they're loaded into it. It weighs an obscene 21kg/46lbs, and loads from an unnecessary 8-round box magazine. It's obligatory to fire the weapon from prone using the bipod, and it takes a skilled shooter to handle the weapon although it is accurate to an extreme range. The Cannalans have the M1944 Anti-Materiel Rifle, which fires slightly more sensible .50 caliber rounds, of which three (plenty) can be loaded at a time to the in-body magazine including a round in the chamber. It's not as well-made, however, as the Horsekiller II and it's not as accurate, its primary purpose was really just to force the Forenians to stop using Tiger armor on a regular basis, a goal in which it succeeded. The Horsekiller Mk II is definitely the better weapon, although its weight means transporting it is a challenge.

For close ranges, the two sides have different solutions. The Cannalans have the QFS, Quick-Fire Shotgun, a fully automatic gun firing small shot shells, based directly on the bullpup, helical mag and all. Unfortunately this is its downfall, the shotgun shells are soft and get stuck in the helical feed. While anecdotally it's quite effective with its ability to saturate an area with shot, it's largely fallen out of service. The Forenians have a close-range weapon that sees regular service though, the AS-MC16A. Though the documents issued with it have long since been changed, old veterans will tell you that the A stands for Andres, a legendary Arstotzkan who disappeared in the Battle of the Embassy and is rumored to hiding somewhere, be plotting an Arstotzkan revolution to this very day. The gun itself is a sub-machinegun, chambered for pistol rounds, at a total length of only 35cm with a pistol grip, foregrip, and hollow-frame aluminum shoulder stock which extends no further than the back of the action. 30-round drum or 54-round double-drum magazines insert from the left, and it fires at about 400-rounds per minute (dumping an entire magazine in 5 or 9 seconds), quickly becoming hot. It isn't very accurate, nor does it need to be. The lack of any dedicated close-range weapon gives Forenia a definite advantage in very close range fights when they do occur, although Cannala has the option of reinstating the (somewhat poor-performing) Juraki Type 5 SMG.

Each side has some explosive ordnance as well (besides anti-tank weapons which have been discussed regularly in recent turns). For hand grenades, Cannala has the "thumper" hand grenade, a slightly-awkward adaptation of a grenade launcher shell with a three-second fuze, and Forenia has the AS-G27, a grenade which is easier to throw but has a four-second fuze which usually requires soldiers to 'cook' it a bit to prevent enemies from throwing it back or avoiding it. Both are available in variants such as smoke or incendiary. The Cannalans have a grenade launcher called the Thumper (from which the hand grenade is derived), which is large enough to be a soldier's main weapon and holds a 1.5-inch launched grenade (loaded break-action), with a bullpup-style trigger for some reason, with a heavy recoil spring to make the weapon manageable. There's an under-barrel variant as well which is so heavy is almost never sees use. The Forenians don't have a grenade launcher, but instead have a tube-mortar called the AS-1911 which is placed on the ground to fire. The Cannalans have the Kurosaka mortar as well, but it's less accurate. The result is that the Forenians have the longer-ranged explosive weapon but Cannalans have the better close-to-medium range weapon.

Both sides make actually quite a lot of use of landmines, for how little they're spoken of. Forenia has the button-activated LM20 and M34 Viper, for infantry and vehicles respectively, the Viper is intended to do both by being modular (stack two or three for a larger explosion) but they don't get used singly since the LM20 is a bit lighter for the same amount of explosives anyway. Cannala has the rather more advanced Bouncer landmine, which goes off a short time after being triggered and explodes in mid-air, and the shaped-charge Surprise landmine for vehicles. Cannala definitely has the better landmines.

Forenia, uniquely, has a flamethrower, a significant advantage in jungle environments and sometimes around bunkers and similar chokepoints. It's very simple, consisting of a nitrogen canister and a fuel canister, a valve between the two, plus a pilot light- it looks disturbingly like something which could be made in a garage out of inconspicuous industrial equipment. Nonethless, for all its simplicity it is very effective.

Both sides have old heavy machine guns, but generally prefer autocannons when a fixed-position defense is called for, the Forenians using their light and effective 20mm Velociraptor and the Cannalans using their .75-cal Can Perforator, with the larger 30mm Velociraptor and 1.25-cal Can Shredder being available for heavier targets, but the smaller guns are easier to control and usually preferred. Notably the Cannalans use a gast-style system with two barrels, keeping them cooler for longer with a great fire rate, but the Forenian ones perform admirably as well and their Velociraptor is even light enough that a couple people can handily backpack it around if a couple other people carry enough ammo for it.

Forenia and Cannala each have uniforms with helmets and optional armor plates, as well as convenient rigs for carrying ammo and equipment at the ready, although it can't be stressed enough that Forenia's are better looking.

Both sides have a cheap, easily available radio, about the size of a backpack so still usually only issued one per squad. The Cannalans use AM radios with a second box which can encrypt important messages, and the Forenians use FM radios, their communications are secure simply because the Cannalans don't have FM radios.

Last but not least, each side's sidearm is quite venerable. While they're not main weapons, most soldiers who carry a specialized weapon such as a light machine gun or anti-tank weapon need one, as do vehicle crews (though the AS-MC16A can stand in for a sidearm as well). The Forenians use their AS-SP30, a 10-round semi-auto pistol which is generally decent, and the Cannalans use their 1911 Mano Derecha, usually just referred to by soldiers as a "Six-Shooter", a single-action revolver which holds six rounds. The Mano Derecha is famously reliable and has good stopping power, and it's generally better than the Arstotzkan sidearm when mud and sand are a serious problem (they say you can find one submerged in a shipwreck and it will still fire) although to this day the bullets themselves sometimes have defective primers. In theory it should be the better weapon when one is forced to use a sidearm at medium range, but the limitation of the single-action and occasional bad ammo means that the Forenian sidearm is almost always better in practice.

Oh, and officers from both sides still haven't been completely convinced to stop bringing their swords- Cannalans have the option of a cutlass, and Forenians a scimitar. Both of these weapons can be useful in a pinch, but unless that pinch is "I've run out of ammo or lost my gun, but also the enemy hasn't seen me yet" then they're likely to be more of a liability than an asset, doubly so considering they weigh as much as backup pistol and bullets while being much larger so you'd brought that instead of your fancy sword, you wouldn't be in that particular mess. If it comes down to it, the cutlass is more convenient to carry for attacking an enemy bunker or ship because of its shorter length, but that same trait is a significant disadvantage against the longer, cavalry-oriented scimitars, as demonstrated by Tahaani al-Mian when she defeated a Enrique Cavallero in single sword-combat, and proceeded to take him hostage and demand ransom from his family, in direct violation of Forenian prisoner-of-war policy and probably international law, which was overlooked because the military tribunal thought it was 'hilarious'.

IN CONCLUSION: The biggest real difference is still the Forenian scopes, but the Forenians also have better close-range weapons generally, and benefit from their flamethrowers. The Cannalans benefit from their grenade launchers even though they're probably a lot heavier than ideal, and their better landmines are worth some advantage in the jungle as well. Both sides' most common weapons, their assault rifles, have some flaws and could really benefit from losing a few pounds. On the whole, the Forenians fare slightly better in infantry combat much of the time including in the jungle, but the difference isn't a lot. Generally, it's no surprise that vehicles and heavy munitions have received more attention from design teams so far, but if it comes to urban fighting infantry weapons will be especially relevant.

Forenia pushes the Cannalans all the way back to the beaches. [Cannala 0/2, Forenia 2/2]

Events outside the War:

The Outside World:

Erwin Rommel, the famous military general, has died of medical complications. Aachen is invaded by Allied troops, the first German city to fall. Operation Market Garden, an Allied paratrooper invasion, ends in defeat, prompting chiding from Forenian paratroopers. The Red Army moves into Estonia, capturing Tallinn, and bombing ships with evacuating civilians. In Greece, a civil war breaks out between communists and royalists. Musician Glenn Miller disappears when his USAAF utility aircraft leaves from the United Kingdom but fails to arrive in Paris. The Battle of the Bulge begings, continuing through the new year. In the United States, the Women Airforce Service Pilots are disbanded, which is shown as an example of "evil capitalist culture" in Arstotzkan newspapers. In the Pacific, Allied forces including Filipino guerillas invade Leyte, in a resounding victory which kills almost fifty thousand Japanese soldiers.

Local Events:
In Forenia, unsanctioned riots are a real problem for the first time in what seems like ages, as the public is uncertain about the future of Forenian government and rumors fly that the state is planning the seize assets in preparation for a change to a communist economy, although in fact not even the Forenian Communist Party (newly above-ground albeit with a newly-acquired habit of wearing sunglasses no matter the weather) has actually proposed something like this is congress. Forenian Secret Police has been redirected from searching for traitors to frantically trying to censor all information which leaves the country from revealing the now-very-public information that Russia is sponsoring the Forenian war effort. Although the Soviets have a vested interest in earning an ally in the Pacific so close to America, they don't want the Allies to know they're actually funding a war against them. This may be a lost cause, as Forenia is more chaotic than ever right now. In good news, Forenian newspapers are now free to use any typeface of their choosing, the old press letters have been melted down as a symbol of the rejection of Nazi occupation. The Astronomers' Society has been dissolved, as well, simply becoming Jewish people again.

In Cannala, Juraki citizens are of mixed feelings about the war in the Pacific. Japan is their mother country, but also one which spurned them. Some feel a distant kinship and are hurt by the news of air raids on Japan, others are scornful and relish knowing that Japan is suffering. Still others are hopeful that if Japan is defeated, there will be an opportunity to return there under whatever new government forms. The Red Mask Murders still are in the center of public attention the next having been targeted at two TORCH brothers who suggested delaying the advance of more pro-Juraki laws. Despite a doubling of guards around the House of Brothers with assistance from Cannalan Secret Police, the debate hall carpet was even found one morning brazenly vandalized with the phrase "YOU ALL DESERVE THE RED ROT". The TORCH party has taken additonal flak from the public after failing to establish a crop of sugarcane in Cannalan-occupied Tereshkova after ground was lost to Forenia this season, so their promise of alleviating the rum ration has been unsuccessful, and they've failed to pass any of their proposed bills this season. There has been an influx of new immigrants in Cannala, this time from Vlanlados, and as close ethnic cousins to the Arstotzkans they're even more distrusted than the Juraki, mostly being assigned to undesirable farm and mining labor. In addition, Cannalan citizens fear that their tumors may be contagious. A program set by El Presidente to hire Juraki citizens for a navy construction corps to move to Vlanlados to assist in the mining efforts there when it is recaptured, although essentially successful in gathering a lot of desperate Juraki workers, been widely regarded as an insult to the Juraki community who resent the idea of living somewhere alleged to be cursed.


Turn 29, Commence!

You may now begin voting for your design phase!

432
The Cannalan army currently has the following equipment, not including legacy equipment which can be found near the OP:
Spoiler (click to show/hide)

433
Battle Report 28: Spring 1944

You guys play any video games lately? I've been playing Wreckfest since it got out of Early Access, it's pretty fun.

New Equipment:

The Forenians have decided to guarantee their traditional control of the skies with a piece of ground (or ship deck) equipment: the UF-GAM-44 "Noose", a 'Ground to Air Missile' which uses active radar homing like the Saltseeker. This represents to greatest achievement in Forenian radar in some time, de-complexifying their traditional Deadliest Ray radar and providing a much smaller (but narrow focused) radar for the missile seeker. It doesn't do any fancy tracking techniques other than seeing a radar contact and pointing its nose towards it, but the long missile (typically on a rack of four) can seek a radar contact from 30km, and fly that far too thanks to a two-stage rocket booster, and has a proximity fuze based on readings from the seeker. For their revision they've made the UF-SPAAS-44-2 "Garlic", a Salamander with a Sewing Machine turret mounted and a radar system for identifying targets (though the gunner still has to aim manually, speaking to the radar operator for information). What really gives it its name, though, is an optional IR seeker: the guns' electric motors can track the gun to an IR signature in 360 degrees.

Cannala has also made a missile to preserve their traditional advantage, on the sea, with the M1944 Missile, Anti Ship, Seeker Active GuidancE (MASSAGE) "Stingray", an AShM which is a considerable improvement over the Saltseeker, by and large, thanks to Cannala's considerable missile experience. Powered by a ramjet after a rocket launch, the Stingray reaches speeds near the sound barrier to deliver a 650lb warhead (about 300kg compared to the Saltseeker's 500kg) to a range of 40 miles. It has a radar seeker, though the lock range is less than the missile's maximum flight range. Its flight is regulated with a radar altimiter, cruising extremely close to the sea surface for the duration of its flight, but not only can it be launched by ships, it can also drop out of a Vengeful Charlotte bomber. For their revision they've made the M1944 Semi-Active Radar Guided Cruise Missile (SARGCM) "Barracuda", which is simply a Stingray with a SARH seeker head. It's intended to lock onto the signal from a Hornet target painter, allowing ground troops to call in a cruise missile and direct it to its target, though it struggles with locking on to the relatively weak radar signal.

The Forenian Army currently has the following equipment, not including legacy equipment which can be found near the OP:
Spoiler (click to show/hide)

434
Right, so on thinking of it, we're just not going to get the "Generic Bomb Rack" that conveniently handles whatever bombs we want. I'm pretty sure that's not how Cnid operates. I propose that instead, we specify in our torpedo revision that the new, smaller torpedo should fit onto four Bar Shelf AABR's in line with each other (because that's about what supports 1200lbs), with the torpedo itself being shaped to fit with a notch on top, cloth straps, or whatever seems necessary to adapt it. If you don't mind, I'll propose an updated version:

Quote
Clown Killi Aerial Torpedo A
The Clown Killi Aerial Torpedo is basically a barracuda torpedo with its fuel slashed down to only 1500 yards and it's explosive charge down to only 300 pounds. The torpedo should be made considerably shorter, and as light as possible without compromising its structural integrity. It should adapt to a series of in-line Bar's Shelf AABR bomb racks, however many are necessary for the weight, with a notch or clamp bar on the top of the torpedo so they fit. Ground crews are encouraged to paint up the torpedoes for with clever slogans for photo ops if they have spare time.

Also, I'm hopeful the suggestion of a water cooler won't make the already heavier Barnett engine too heavy for the Emu and impact maneuverability or something, but maybe that will work itself out.

Quote from: Voting Is Not So Bad
VRAC A.1b "Great Emu" (3): Piratejoe, Thanik, Sensei
Generic Bomb Rack (2): eS, Thanik
Clown Killi Aerial Torpedo (2): Piratejoe, eS
--Clown Killi Aerial Torpedo A (1): Sensei

435
I think the generic bomb rack should do the job. We might want 1500 or 2000 yards but we can see what we get (we do want to drop it from outside the range of machine guns on ship decks, which could be as much as 1500yd).

Generally I'm in favor of it though. Do we want our other revision to be more power for the Barnett? Or maybe equipping the Barnett to emus? (Which might have to be it's own separate revision I think)

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