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Messages - ConscriptFive

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736
Barring any unexpected dice trades via the War Council, we're set to get four revisions this phase.  Let's hear 'em!

Here's a quick way to take another crack at those destroyers...

Revision: JTT Penetrator Aerial Munition *NEW NAME 500 lb Stroke of Fury*
In cleaning out the desk of a engineer who had just been committed to the Royal Sanitarium for chronic perversion, his fellow VSC engineers made a startling discovery.  Amidst his collection of "Basselton Bible" pornographic comic strips, was a surprisingly brilliant design idea scrawled in the margins...
"We got our Barracuda, and it's fuckin' huge am I right?  Something to really be proud of.  But our birds won't even take it.  Too big they say.  Them Navy boys are eggin' us on, so we gotta do it!  So how 'bout this.  Just the tip.  Just slip that in there, and it'll get the job done.  Gotta see how it feels, am I right?"
The "JTT Penetrator Aerial Munition" is the 300 lb warhead and impact fuse "tip" of the Cloud Killi, re-encased into an aerial munition shell.  The additional weight of the casing and fins should place the total munition weight at 500lb (edit), just enough to fit on a Great Emu.  In the hands of a skilled bombardier, the encased 300 lb warhead should penetrate the deck armor of a destroyer, and could be used to destroy other hardened structures such as dry docks, rail terminals, and bridges.

Also I'm wondering if we should encourage more strategic bombing operations, given that the central plains are really defined by crossing points at the Koldan River.  True penetrating munitions tend to have heavier casings, but 60% (3 to 5) HE to total weight is spot on for a WW2 general purpose bomb.  (Modern HE is more powerful, so today it's about 40% warhead weight in a general purpose dumb bomb.)  That should be just enough casing to punch through a destroyer anyways.  It's going to be a tricky shot trying to level-bomb with one munition, but it'll sure as hell be DARING.  It should help that they probably don't have serious AA guns yet.  Also, who knew Basselton was so cutting edge in adult humor? ( https://en.wikipedia.org/wiki/Tijuana_bible )

Here's a quick way to improve our aerial gunnery...

Revision: Bull's Eye Aerial Gunnery Ring Sight
Current narrow machine gun sights aren't really intended for moving targets.  In fast-moving aerial gun fights, this results in our Emu gunners often "guesstimating" deflection for their targets and barely using the sights at all.  By replacing our rear sights our on guns with a large bull's eye like iron ring, our Emu gunners can be trained to lead targets by measuring deflection with the diameter of the sight.  This inexpensive solution should be applied standard to our machine guns.

Not as fancy as the KPAF reflector sights, but should be free and comparatively effective.  Here's the voice of Loony Toons explaining how to use a ring sight on the waist of a B-17: https://www.youtube.com/watch?v=DqoUdd9Ge4E (skip to about 6:30 if you're impatient)  Less fun training manual version: https://www.ibiblio.org/hyperwar/USN/ref/AirGunnery/SIGHTS.html

737
The easy part...

Quote
Plan Completion (3) eS, Piratejoe, ConscriptiveFive

War Council MadLibs

Quote
Autonomy Request (1) ConscriptFive
-for-Balloons to Artillery Corps (1) ConscriptFive
-for-AD Truck to Army (0)
-for-Ox Slayer .60 cal HMG Pledge (1) ConscriptFive
-for-V12 Army Motors Partnership (1) ConscriptFive

No to Autonomy: Keep Current Status (0)

Navy Req: QF Cannon (0)

NO REQ THIS TURN (1) ConscriptFive

I think that covers what's out there.  As much as a QF cannon would be nice to have in the workshop, the phase we're demanding autonomy seems like the worst possible time to still be begging for hardware.  Hence why I put down a No Req vote.

I voted for the HMG as that's something I think we should develop anyways and it's a system both services could appreciate.  I also voted for Sensei's V12 offer as that also seems like a reasonable barter.  The balloons is a no brainer, though I'd push the narrative argument that the VSC is aiming to be a winged service, and that lighter-than-air equipment is served better by becoming organic to the Artillery Corps.  Kinda like how the USAF ceded rotary-wing (helicopters) to the other services to claim autonomy as the fixed-wing branch.

Speaking of autonomy, could we get a GM clarification on the concept further?  A bigger budget would be nice, but a more micromanage-able strategy phase seems like a voting headache.  Is that improved budget more dice or just more PP?  Also, how would our elevated status affect requisitions (are we entitled to better hand-me-downs or expected to grow up and move out of the basement so to speak)?

738
Speaking of the air defense truck, I've been sitting on a project proposal for next turn.  The "Ox Slayer" .60 cal air-cooled heavy machine gun.  Tanks aren't a thing yet, so it'll be years before we could requisition anything like it.  We could pitch that as part of our bartering package for both the army and navy.  "And as our first act as an autonomous corps, we shall develop a state-of-the-art heavy machine gun.  This deadly weapon system will be available for our army and navy brothers."

739
The most likely way that subs get lost next turn is to combat air patrols that blast them before they can crash dive.

Except we have a snorkel setup, so there's not really a good reason for a sub to cruise surfaced in hostile waters during daylight hours.  Being able to spot and then successfully strafe a periscope+snorkel+RADAR in open waters is a helluva thing to pull off.  Our only sub losses should be from sub commanders getting sloppy or aggressively chasing warships.

740
Because regardless of us gaining land, we still have to block two D-days at Vlanlados and our mainland.  Now is not the time to let them dominate the seas again.

741
Could have rolled better, but still should be able to fulfill its role of interdicting shipping behind enemy lines at a low cost.  The crush depth is not great, but probably ok.  The underwater endurance is shit, but at least it has a working snorkel.  Sonar would be nice, but at least we got the RADAR on there.  Wish the Dolphin was bigger with a longer range.  The Boot revisions should cover enough of that even on a bad roll.

Deck guns are a two-edged sword and I don't think they're a great idea.  Deck guns made sense against the Japanese.  The Japanese really despised logistics (also were way out of their league industrially to be a Great Power) and thus alot of their shipping were shallow draft wooden "junk" sampans.  They ended up being so shallow that torpedoes would run too deep to hit them.  Even PT boats field-modified themselves with tank cannons to engage them.  (US magnetic torpedoes were also super faulty, such that the Navy actually put out written orders to disable the magnetic fuse.)  I'm going to give the Canners some credit and expect their civvie freight to have metal hulls and/or some armament.  Subs are super-fragile, and thus really shouldn't get into a firefight.  Giving them guns just encourages them to do that.  (See also AA guns.)  It also hampers the crash depth time (have to make sure the gun barrel is tied down) and underwater speed due to drag.  So yeah, I don't think it's worth it.

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(1) UFN-SS-45 "Archer III": Es
(1) UFN-SS-45 "Boot":
(1) UFN-SS-45 "Rán": lightforger
(1) 'Leto' Naval Countermeasure Launcher: taricus
(4) UFN-SS-45 "Boot" (v2): Cnidaros, Happerry, Kot, ConscriptFive

742
...only the VVF getting cheaper?  Suck it Wolfram Q. Gottfried.

743
Looks like we're going for the sub this turn.

The Boomer seems a bit too ambitious.  I'd rather have a perfect sub hull with great sensors, cheap enough that Cannala could never suppress all of them.  We can always revise boomer-type launchers on as an expensive variant.

Remember that an attack subs real strength in naval warfare is that it forces the enemy to divert warships out of the fleet and into menial convoy escort and patrol duties.  In land warfare terms, it's a guerilla asset, not a line unit.  Like a guerilla, it's supposed to hit soft targets, like oil tankers and troop transports.  Suicide ambushes on naval fleets are always a possibility, but not really the true strength of the sub.

Quote from: Fastest votebox in the west
(0) UFS-DDG-45 'Onegin' Guided Missile Destroyer:
(2) UFS-CG-45 'Bogdanov' Guided Missile Cruiser : NAV
(3) UFN-SS-45 Archer II: Kashyyk, Cnidaros, ConscriptFive
(1) UFS-GMC-45 "Outmatch" Pattern A: Happerry
(0) UFN-SSG-45 Sobriety:
(2) UFN-USB-45 "Sobriety" Pattern B: eS, voidslayer

744
It's more that you need enough standoff so the winch/power cable doesn't tangle on anything else, especially fragile commo and sensor dishes/antennas.  In high winds that cable might go horizontal.

745
It's a weather balloon, dude. Not a space shuttle.

Yeah, it just goes where the helipad normally would have gone.  Also, ever try researching DDG's and then realize you can toss all the ASW capability out because subs aren't a thing yet?  Amazing how much deck space there is when you lose depth charge racks and hedgehog launchers.

746
Per critiques, added some more features to the DDG.  Keep in mind that a 650 mm magnetic torpedo hits just as hard for relatively dirt cheap compared to the Saltseeker.  The Israeli classify the shit out of all their stuff, but that's probably a 300+ kg warhead.  Detonated under the keel, that's similar to the one shot kill capability of the Saltseeker.

Good idea with the balloon RADAR BTW.  As an added bonus, we could probably revise that as an anti-HARM decoy.

Quote from: Fastest votebox in the west
(1) UFS-DDG-45 'Onegin' Guided Missile Destroyer: ConscriptFive
(1) UFS-CG-45 'Bogdanov' Guided Missile Cruiser : Cnidaros
(0) UFN-SS-45 Archer II:

747
UFS-DDG-45 'Onegin' Guided Missile Destoyer

Named in honor of the war-hero Artyom Onegin, the 'Onegin' is a lightly-armored guided missile destroyer.  The primary armament is a single-arm SAM launcher, with a modest magazine of Noose missiles.  This AA capability is supported by a dedicated air search RADAR and two Sewing Machine turrets on the fore and aft deck.  Primary anti-ship armament are 6 oversized 650mm UF-TPD-45 'Orca' torpedo tubes, (upsized from the high-tech but underweight Dolphin torpedoes.)  This is augmented by a single-arm ASM launcher, with a modest magazine of Saltseeker missiles.  The bow deck is dominated by a single-barreled version of the 150mm autoloading cannon from the Cataphract cruiser.  The traditional anti-boat role of the destroyer in further bolstered by the aforementioned two Sewing Machine turrets.  Several rail mounted pintels amidship allow the manning of crew-served weapons, such as Velociraptor autocannons or LMG's, for additional close combat capability.  Davits on both sides amidship also allow for the launch and recover of two aluminum hulled 6 m-length motorskiffs for search & rescue, boarding, or other special operations.

This should clear the waters and skies for a sub next turn.  The 650mm torpedo tube is actually a thing on present-day Israeli "Dolphin" subs.  The oversized tube allows launching SOF swimmers with minisubs as well as guided missiles from submerged submarines.  (They've actually even launched Tomahawks through those things! https://en.wikipedia.org/wiki/Dolphin-class_submarine)  I put it on the destroyer, so we wouldn't have to develop it for the sub.  I added the motorskiffs for SOF as that's something that would never get voted as a standalone.  Per critiques, I added in an ASM launcher and set the missiles magazines as 'modest' for GM's discretion.

748
Pretty much what I was going to write as I see no good reason to do anything else.

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(4) Operation Middle Finger: pirateJoe, eS, Sensei, ConscriptFive


But the phase isn't over yet.   Let's not forget we can save big on project development with a winning write-up for the recruitment ad event.

749
Heh, looks like new purchases get free maint until the next turn.

I like the concept of the plan, but not sure the math works?  The prototype rules say +50% maint.  So the LES prototype squadron is going to be 7/3, not 7/2.  With the Midako deal (+1 PP), we only have 8 PP surplus to play with.

We probably should just scrap the Rhino's from Squire 2 (1.5 PP, 1 PP maint saved for 10.5 surplus PP total) to put them in the prototype (10 PP needed).  Rename Squire 2 to Lancer 1 to reflect the new airframe.

We could also scrap the Beehive grenades for another .5 PP to get just enough to buy 1 camera, that we can install later.  Probably a better solution than just losing that .5 PP earlier or risking one less double-gun Rhino in our big dogfighting turn.

750
Here's a nerdy one I'm really proud of:

Revision: Ethylene Glycol Antifreeze
If we really want to get the most out of our V12's, we need better cooling systems.  Pure water is adequate, but what if we could make it more freeze resistant and have a higher boiling point?  Our engines could be pushed to higher performance with the added benefit of better cold starts in the winter.  Any secondary school chemist would point out that freezing point depression and boiling point elevation is a simple matter of adding another compound, such as salt, to the water.  While likely effective, a less corrosive "solution" would be preferred.  Going through our old textbooks, the experimental hydrocarbon ethylene glycol (CH2OH)2 shows promise.  By obtaining or otherwise synthesizing it from common ethylene, we should be able to create a high performance dilution for our cooling systems, improving their performance.

Ethylene glycol kinda has a funny story.  It was invented waaaay back in 1859, but nobody could find a use for it.  Then WWI industry started mass producing it as a precursor for nitroglycerin.  Then in 1923, the automotive industry started using it as coolant.  100 years later, it's still the green shit you pour into your car.  Fun fact, it's dyed green to help deter kids from drinking the sugary tasting fluid.  But yeah, this strikes me a nice nerdy way to improve our V12 engines.

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