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Forum Games and Roleplaying / Re: Exodus from Vlanlados
« on: August 20, 2018, 02:54:00 pm »
It will compliment my big peepee nicely.
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Also can we do something about the guy in charge of these Church of the Lost people, we could shoot him in his face or we could make it look like an accident, ether way I think leaving him alive for much longer is going to screw us over somehow.They commited suicide by walking outside during the night naked with huge holes from lead tipped icicles.
It wouldn't be absolute. It's possible, likely even that the subs won't be picked up by the ordinary radars, but they'll get the occasional spot that way.On what? Periscope? A small ass straw? Even if they had radar detecting small objects like this it'd be just sunk in all the false positives.
Same with air-to-surface radar, a sub won't be picked up nearly as easily, particularly in bad weather, but they'll get some spots. The sub will have to surface, at least partially, to line up attacks, allowing for the eyeball to spot a few submarines, and some torpedos to be dodged.Well yes, submarine is surfaced, now it dives and now it's up to luck for you to find where it's going specifically.
Basic depth charges are also very easy to make, you can modify an airplane general purpose bomb into one easily, and then just kick it over the side. It'll be almost completely ineffective, but technically that's a depth charge.Sure, you still need to know where the submarine is, and even then there are ways of getting around that.
In general, I'd expect them to pick up a few kills with air-to-surface missiles, when the luck factors line up, but the fact they have radar on the missiles themselves makes it much easier for the sub to differentiate between there being enemy radars in the area, and when someone's actually shooting at them, and get underwater safely. Particularly because of the long range of missiles in general in this theater.. if the target isn't there by the time the missile arrives, it won't get hit.Actually the one thing I could see them hitting is with ARM, but then the same problem as with ARM in general arises - just turn off the radar and move away lol.
Air ASW will be heavily hampered by the all-missile loadouts, as a conventional bomb or even torpedo can act as a depth charge much easier than an air to sea missile, (even if this weren't the case, an ad-hoc one would be only slightly more useful than one on a ship), and the great speed and low loiter time for jet aircraft will make it basically impossible for planes to hunt after submerged subs.. even 15 or 20 minutes underwater would mean the plane would have to start over from square one. The restricted aspects caused by the high speed and missile combat would also help things, as I'd expect the plane to not get a proper aspect and have to take another pass for a second shot, by which time the sub would have plenty of time to submerge.They have floatplanes and helicopter, both things relatively useful at hunting submarines with proper equipment.
So yeah, I'd expect them to get a few kills, from the occasional missile hit and a few from gunfire, but they would indeed be more or less incapable of sinking a submerged sub, and wouldn't really be able to take out too many even in transit on the surface. If they stripped the guns from their smaller ships, which they might do or have done, I'd expect things to be really brutal.. a submarine that sneaks into point-blank range in a formation could sink a gun-less missile destroyer with torpedos, without taking a scratch. I'd also have them hunt for merchants, with ASMs the big threat I doubt the merchants are armed with deck guns, rendering them only so much meat for the subs, and possibly reducing their resource flow for a turn. No better way to keep a push going than to raise the expense rate of some enemy designs.I don't rule out few kills but they'd be more like extremly unlucky situations for us rather than the norm, and the submarine is... cheap, isin't it?
Personally, I thought you guys were using something like a ram air turbine. It would have at least been from the right decade. ;-p"Right decade" stopped long ago, when Cannalans made a missile.
(3) Top: eS, NAV, voidslayer, ZanzetkukenIf we could sell Uranium that'd be nice but I doubt it.
(4) Middle: eS, voidslayer, Zanzetkuken, Kot
(1) Bottom: Kot
(2) Annihilate New Vlanlados: NAV, Kot
(3) Use subs to hunt shipping regardless of naval advantage: NAV, Parsely, Zanzetkuken
(1) Sell Uranium to Soviets for a 1 turn Ore bonus: Zanzetkuken
(1) UFN-SS-45 "Archer III": EsI'd still enjoy at least a basic autocannon on top. Historically those were used to harass lighter boats too.
(1) UFN-SS-45 "Boot":
(1) UFN-SS-45 "Rán": lightforger
(1) 'Leto' Naval Countermeasure Launcher: taricus
(3) UFN-SS-45 "Boot" (v2): Cnidaros, Happerry, Kot
(1) UFN-SS-45 "Archer III": Es
(1) UFN-SS-45 "Boot": Kot
(1) UFN-SS-45 "Rán": lightforger
(1) 'Leto' Naval Countermeasure Launcher: taricus
UFN-SS-45 "Boot"
Thanks to our engineers dedicated effort, the battery piles no longer leak. The parascope is replaced with a proper persicope. An Garlic turret (or just a single autocannon if there's no space, also obviously without IR guidance thing) is added on top behind the conning tower, covered by a sheet of tarp fitted with the conning tower so it doesn't stick out and catch water.
Additionally, a "ping" generator is added, along with the passive sonar from the Whalesong. Engineers argue that it cant be that hard - after all, the Britsh built active sonar thirty years ago, and they haven't even figured out guided missile tech yet.
UFN-SS-45 Archer IIIWhy do you have to stick by this retarded name. It's not even a funny joke anymore, setting aside how obvious it is.
Rename the Archer II something else like "Boot" (1): Kot