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 - Azzuro

Pages: 1 ... 12 13 [14] 15 16 ... 61
196
Quote from: Tactics
Tundra Island (6): Powder Miner, Lightforger, GUNINANRUNIN, Andrea, NUKE9.13, Azzuro
Northern Jungle (6): Powder Miner, Lightforger, GUNINANRUNIN, Andrea, NUKE9.13, Azzuro
Send the radar out (5): Powder Miner, Lightforger, GUNINANRUNIN, NUKE9.13, Azzuro

Was there even an option to not deploy our radars? Both sides know the others' design from the very starting paragraphs of the turn, so I don't see what not deploying something would do for us.

Anyway I think consensus is pretty clear on what to do for the upcoming turn.

197
Quote from: Race Car
"FUN CCCAR" (2): RAM, NUKE9.13
"Glorious" (2): Strongpoint, Azzuro
[/quote]

Ok, you've convinced me, voting for the Glorious.

I think jet-engined powered racecar is a little too ambitious to work, and I'd rather spend this mini-action on improving our aerodynamic knowledge. Jet Engines are perhaps better saved for an actual design effort.

198
An heavier torpedo can't be launched by our dive bombers.

Where does it mention that?

199
Forum Games and Roleplaying / Re: Wands Race - [Arstotzka]
« on: May 09, 2017, 02:49:19 pm »
Quote from: Designs
Spell-forged Steamworks: (3) RAM, 10ebbor10, Roboson
AS-HA1 "Onslaught": (3.75) Chiefwaffles, RAM.75, Lightforger, Azzuro
Shrouder Shell: (1) FallacyofUrist
More powerful, longer ranged MFTs: (1) Andres
Pillar of unmagic: (.5) RAM.5

Voting for more and better cannons. I'd prefer the Moskurgs not to do another ballista upgrade and outrange us even further if they do, so going for this will give us equivalence, or artillery superiority if they don't.

200
Another point of confusion: what happens when the front is 'in between' islands, as it is in the middle lane now? If we decide to attack the Archipelago, and Cannala decides to attack the Plains, where does combat take place? On both islands or neither (the sea)?

Personally I would like both sides to launch naval invasions, see how much (if any) of the invading force survives against sea and air interdiction, then write the combat on both islands accordingly, with the caveat that the whole invading force is defeated if part of the territory is not captured in the same turn and a new force is needed to launch again, which cannot be done if the whole island you're launching from is not controlled. This will allow simultaneous naval invasions to take place, but greatly limits the number of times it will continue happening as it is unlikely that both forces will be that evenly matched.

201
I like the rocket artillery ideas (either Nebelwerfer or Katyusha) too, although I think RATO fighters will be too expensive to field effectively. Agree on waiting for the battle report, though.

And speaking of poison gas, didn't Juraki in the last game develop that? What happened to their poison gas? It's not listed in their (Cannalan) equipment list, which has Juraki equipment in it.

...maybe El Presidente sold the poison gas to some shady parties to get that espionage credit?

202
Forum Games and Roleplaying / Re: Wands Race - [Arstotzka]
« on: May 09, 2017, 07:03:25 am »
Order: Arstotzka civil war.
Because I'm tired of this.  ::)
+1

203
Random thought: Use a revision to convert our motorbikes into snowmobiles?

204
Guys, I told you that naming anything 'Reckless' was tempting fate! And to be honest there wasn't even a need to mention that it could jettison cargo in flight, seeing as that's not really a thing for aircraft as compared to ships.

Also, if I had to take a guess on the espionage credit I would say it's part of a storyline leading up to El Presidente summoning Cthulhu who faces off against a massive fleet of Forenian aircraft carriers in a last ditch attempt to stall Operation Salted Rum from landing on Turbados, but maybe that's just me.

205
I like your design too, but I worry it's too simple for an entire design action, as the only advancement we're making is essentially going from three to four-engined aircraft. If you add the self-sealing fuel tanks from mine to yours, and switch the shoulder wings to mid-level or anhedralled, then we could merge our designs.

EDIT: And change the name to a single word!

206
Given that this is likely a high-altitude aircraft. We'll want the cabin pressurised. Which means no MGs like that

Which is why the MGs are only for the paratransport version, which will mainly fly at altitudes low enough to fire the MGs out of closable ports. Otherwise by that reasoning you couldn't drop the rear ramp for jumps as that would depressurize the cabin too.

Again, the MGs aren't mean to be the one and only defense the aircraft has, just a cheap way to add some defense using weapons that are very common in our army.

207

Enough of them will, when mounted on enough aircraft.

208
They are a cheap way to force enemy aircraft to attack from specific directions. And I know we're planning on having air superiority, but it would greatly ease the job of escorting fighters, especially as paratransport aircraft are likely to fly at mid-level altitudes in huge numbers to drop troops, making them a prime target for any and all fighters.

209
UFAF-CT-38 "Albatross"
A four-engined transport and cargo aircraft with a 32-metre wingspan, its flight characteristics are optimised for fuel endurance and payload weight. It has a pressurised interior cabin with a reinforced flooring capable of holding a minimum of 8 tons of cargo, a platoon of paratroopers, or a (very) light tank, accessed mainly through a rear cargo ramp that can be lowered in flight. Four 14-cylinder radial engines turning four-bladed propellers produce the thrust necessary to get it airborne, fed by self-sealing fuel tanks that provide a measure of hardiness. It is designed to land only on Long runways with retractable landing gear. There are side ports in the fuselage for two M3 Sorraia GPMGs on each side for the paratrooper transport variant, although simpler pintle mounts are used instead of ball turrets to save weight and the GPMGs are stripped out on the cargo variant.



Slightly revised, now with two GPMGs on each side. The cargo variant won't have the MGs and their ammo for weight saving, but the mounts will be there for easy conversion to paratransport role.

I will point out that having even a few weapons is better than having none at all for a plane that will double as paratrooper transport. Even 2 (infantry) machineguns a side is a lot when 20-30 planes are flying in formation, forcing enemy fighters to attack from fewer directions and easing the task of escorting fighters. Our paratroopers are all going to die horribly, so please let it be on the ground where we can scrap up some remains to send home instead of in the air. Furthermore, the Albatross is our venture into the field of self-sealing fuel tanks, which are quite essential to the survivability of all aircraft and will help it in particular against flak fire.

Quote
'Reckless Effect' Transport Aircraft (2): Taricus, Khan Boyzitbig
UFAF-CT-38 "Albatross" Cargo Transport (1): Azzuro

210
UFAF-CT-19XX-1 "Albatross"
A four-engined transport and cargo aircraft with a 32-metre wingspan, its flight characteristics are optimised for fuel endurance and payload weight. It has a pressurised interior cabin with a reinforced flooring capable of holding 8 tons of cargo, or a platoon of paratroopers, accessed mainly through a rear cargo ramp that can be lowered in flight. Four 14-cylinder radial engines turning four-bladed propellers produce the thrust necessary to get it airborne, fed by self-sealing fuel tanks that provide a measure of hardiness. It is designed to land only on Long runways with retractable landing gear. There are side ports in the fuselage for one M3 Sorraia GPMG on each side for the paratrooper transport variant, although simple pintle mounts are used instead of ball turrets to save weight.



Revised Albatross with optional weapons for the paratransport variant.

And welcome piratejoe!

Pages: 1 ... 12 13 [14] 15 16 ... 61