Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - alamoes

Pages: 1 ... 13 14 [15] 16 17 ... 56
211
^^Generally its a good idea for them not to, but yeah of course they support the infantry with their guns while they're unloading but if there's any kind of AT cover up, they probably won't stick around too long. Otherwise yeah mobile cover. Pretty sweet.

Yah, if you arent gonna use the APC to support the troops with their guns and/or missiles, why do you have them?
Well, currently we have two kinds of carriers: APCs and IFVs. One has a little baby machine gun and the other has a cannon. The first kind is gonna cover the inf as they unload and then (depending on the kind of heat that's on) probably pull back a bit to stay safe, the latter has a bit more armor and a cannon and is definitely gonna be out there fighting with the frontliners since he's got the ability to stonewall hostile shock troops and outright bust enemy light armor.
Our IFV is the BMP and the APC is the BTR.  So what are our tactics anyways?  We going for some kind of nato cold war style stuff?  Post war weirdo tactics?  Some mix of interwar infantry tactics with tanks as support?  Armored spearhead?  Armored Air Assault?  IFV Tank push?  Superior Firepower?  Artillery superiority?  I assume since we started with our MBT that we did that just to get a feel for how designs work.  I suggest taking the time to scout out our enemies once we have a basic kit out.  Like next turn.  Even if its just googling the *insert neighbor's military*. 

"Man-Portable Ordnance Delivery System".
Yeah but what is that. >_>
here you go
ok, maybe it isn't found there.  Oh well.  It is a MANPAD, but with potential for different types of ammo.  Like artillery ammo.  We could make it into an AT bazooka, what ever. 

212
Just bumping to say I haven't given up on this yet.  Any questions about mechanics or comments would be fine as well.  Meh, if people don't join this, then it'll die. 

213
So, our troop transports seem okay, but do we want a mechanized force?  100 BTRs and 200 BMPs.  7 troops in each.  7*300=2100.  We have 100k, and can transport 2.1k people.  Problem?  Maybe for next turn? 

214
Forum Games and Roleplaying / Re: East Kajikstan, Year 1920(SG)
« on: October 15, 2014, 02:39:09 pm »
Spoiler (click to show/hide)

215
That counter insurgency plane reminds me that I'd want some super elite infantry trained in both conventional and insurgency style warfare.  Eventually.  Eventually. 

216
Forum Games and Roleplaying / Re: East Kajikstan, Year 1920(SG)
« on: October 13, 2014, 11:02:20 pm »
Well, something I know better than that newfangled modern stuff.  I assume the arty is direct fire? 

217
Forum Games and Roleplaying / Re: Word association game—2^14.35 and up!
« on: October 13, 2014, 08:41:43 pm »
Schmidt. 

218
Honestly, I'm just waiting for the next turn.   :P
Unless I missed it somewhere.  Wouldn't be surprised.  I agree with needing a missile, but I'd first go for HE/AP cannons for SP-ART then create a dedicated missile launcher, because I'd rather have artillery than missiles.  That may be just another part of me being so outdated and stuck in my WW2/WW1 interwar era military knowledge (useful against guerrillas!).  Also, do we need to design a logistics vehicle?  Or shall we let the civies deal with that? 

219
Other Games / Re: Stop Playing Before the End Club (Not a game)
« on: October 13, 2014, 08:07:17 pm »
I must say that I probably top this list.  Last game I remember finishing?  Hrrm.  I did play through a few games of advanced tactics and winning those.  Still not done with that.  Nope, don't know.  And I've played games since the original Pokemon era.  Get to the Elite 4 and then stop.  I do remember finishing some obscure RPG, but it was really really short. 

220
I actually like how the compromise sounds.
Agreed.  I'd actually go for two or three letter acronyms.  ARs, or BARs, or what have you.  Actually, depending on how this one performs, I might label it a MAR for Medium Assault Rifle.  I don't know, but the title Imperial Assault Rifle seems quite generic and forgettable.  I'd Name it AR-whatever the thing that sets it apart from other ARs would be.  But yeah, I'd hold off on that and instead go make one and test it. 

221
I'd also rather have medium armor that is good in some role and light armor that is good in another, rather than using only medium armor cause the light armor is flawed. 

222
I agree.  But not this turn. 

223
I don't like the name for the AR.  I see it as more close ranged, like the Steyr AUG.  The Steyr AUG has sights on it for 450 meters.  Other civil war rifles could fire for further.  I guess we'd have to find out by testing.  Or I'm reading this wrong. 

224
I think we should probably make our designs be at least average before we move onto something else.  Do it right first, then move onto a new weapon.  I also would like to point out that no weapons have been produced by us as of yet, although some might this turn, so that could make the provision in 8 unnecessary.  I guess it is if we make some this turn, it is to be used with the new design. 

225
Spoiler: Votes (click to show/hide)

Pages: 1 ... 13 14 [15] 16 17 ... 56