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Messages - piratejoe

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16
Quote from: Databox
Pirating Some Upgrades - Pirate.exe: (2) TricMagic, Piratejoe
RifleMinion.exe V2: ()
AHAB/BOAT Update: Fireblade Pick-Axe: (2) TricMagic, Piratejoe
Half_Hover.exe: ()
Waterstrider.exe: ()

Thought about things for a while, but an infantry upgrade and making the AHAB's even more of a nightmare for any enemy is a wise move. Half hover would be good whenever we wish to try and take a sea focused zone like we attempted last time. Also, one major thing AHAB has going for it that I think not many have realized is that not only will they be great for dealing with groups of enemies but also, they'll do a ton of damage to large ADI's, and with our own tanky ADI in the form of Vivi...Well I think Firmament can say "the bitmines will be mine."

Really, I think we still are a bit stuck in the situation of 'we have too much to do and not enough time to do it' but this turn has really helped alleviate that a bit and give us some breathing room in that regard, and if our projects this turn go well this revision phase we really only have two or three things that we really need to work on.

17
Fair, I'll change it to be a single wheel. It looks more interesting that way. Anyway, depends on what your view for a squad is. IMO A squad is 5 minions + 1 First mate. I really saw it as being able to carry about 12-14 viri. I suppose the specification would have been better, and will be added shortly. Still, I appreciate the criticism.

18
Half_Hover.exe

The Half Hover.exe's name is basically exactly what it says on the tin, sort of. Essentially, it is a slightly uparmored and upscaled Scout.exe with a change in coding and large enough to accommodate carrying around 12-14 Viri. And most obviously, it can hover just above the ground or water. The reason it is called a half hover however is due to the addition, or rather retaining of the front wheel from the original scout design which is used to grip to the ground and provide greater ability to turning when not doing any jumps and just driving normally, allowing for more speedy deployment and departure thanks to the handling of a wheeled vehicle while retaining the all terrain advantages of the hover system. Of course, due to the nature of the craft, it's movement is powered by a large fan at the back. This wheel also works as a rudder of sorts in water and provide similar handling over said water. In terms of armament, it contains the same pulse pistol the Scout has, and a few 'port holes' to allow viri inside to shoot out at any enemies. It is also designed to, in the event it is destroyed or disabled, work as cover, at least for a while. Meaning should it get destroyed en rout, the viri that survive and get out of the thing won't be without cover, and allowing it to theoretically be used as temporary makeshift bunkers in the worst case scenario. It comes with two general themes for it's skins, a steampunk and a sci fi version, with a bit of RNG in the placement of certain decals to make them a bit more unique in appearance.

19
Autumn, 1896, Revision&Refit Phase.
Naval Surplus - Revision
Understandably, the Corbiniano Ugolini Recruit Training Command of Maritime Excellence is an expensive undertaking as it provides the best naval training in the modern world. A significant portion of the Corbiniano Ugolini Recruit Training Command of Maritime Excellence's upkeep comes from paying salaries to tutors and maintaining proper training warships. However we already have skilled tutors and warships in our possession. By deploying active Crew, Captains and Warships to the Corbiniano Ugolini Recruit Training Command of Maritime Excellence, we can reduce the cost as it is subsumed into existing wartime maintenance budget. These could come from officers/enlisted who wish to retire from active duty whielt still serving the war effort, or by rotating experienced crews through the Corbiniano Ugolini Recruit Training Command of Maritime Excellence in a Teaching role. Similarly, current warships can either be retired into the control of the Corbiniano Ugolini Recruit Training Command of Maritime Excellence, or be assigned to the Corbiniano Ugolini Recruit Training Command of Maritime Excellence for a season instead instead on the front lines.

Effectiveness: 4

Putting active or reserve forces in charge of the training center was not initially thought to be a method by which we could overturn some of the costs and utilize our budget more effectively to decrease the cost of the school. Luckily, as it turns out, thanks to some friends higher up, we noticed that it in fact was the key to making our budget a bit bigger without really changing much of anything. It all has to do with some legal loopholes that allow us to draw a bit more for our armament budget thanks to technicalities that we will use without hesitation. Still, we managed to knock down the price a modest peg, down to 8 PP per turn. More could likely be done to reduce the cost but those budget cuts might cause some interference with effectiveness, as most of the cost now lies in maintenance and munitions costs, though that still remains a might. As it stands the small amount of extra funds available will be of some help. 

Wireless Telegraphy Reliability Studies - Revision
The Wireless Telegraphy Reliability Studies Project is intended to make a study of the myriad issues effecting our Wireless Telegraphy's greatly reliability and come up with methods of countering or alleviating said issues. This will be initially focused on the originally discovered issues of the questions of 'is the transmitter reliably producing the right bandwidth of frequency desired and if not how can we make it do so', attempting to come up with new antenna designs that lacks the current designs' issues with windy weather, especially its tendency to break sometime, and furthermore give a full review of the Wireless Telegraphy to determine if any method can be found to economically reduce the chances of the thing breaking whenever anyone touches it, whether that be through replacing currently used parts or simply wrapping the entire thing in three inches of wool padding at all times.

Effectiveness: 2

The issues with the wireless telegraph are...difficult to say the least. Electronics is not exactly the first thing that comes to mind for naval engineers, and even those we have put on the job, those skilled with electronics, aren't too sure as to how to fix the issues with the signal. However they have at least narrowed down the issue to be likely caused by the modulator rather than the detector of the radio equipment. Though they don't know if this is due to the inductance, capacitance, both or something else entirely inside the equipment causing the modulator to improperly send the signals. Still, the finer points as to what the exact cause is something that eludes the designers for the time being. Still, while our electricians are desperately looking at the work of Hertz and others, the solution to the antenna breaking is trivial to fix. All it needed was just a bit of greater support due to it's size, something trivial to do in a ship. Of course, the parts inside are delicate and not fond of taking a hard smack, but at least a strong breeze isn't going to take out one of the most important parts for actually sending the signal out now.



It is now the Production&Strategy phase of Autumn, 1896. You have 45 PP remaining should you pay for all maintenance and construction costs.

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20
Autumn, 1896, Revision & Refit Phase.

Revision phase Skipped



It is now the Production&Strategy phase of Autumn, 1896. You have 24 PP remaining should you pay for all maintenance and construction costs.

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Note, reformatted the ship list to look a bit better. Blame Magna if you don't like it, it was their suggestion demand.

21
Quote from: Votebox
Normal Development:
VOLT.exe (0):
NuTank.exe (1): SK
Captain.exe (2) TricMagic, Piratejoe

Bonus Development:
AHAB/BOAT.exe (2): Piratejoe, TricMagic
Captain.exe (1): SK
Just to expedite things even though it's clear Captain has a majority already and the two shouldn't be separate.

22
Autumn, 1896, Design Phase.
Corbiniano Ugolini Recruit Training Command of Maritime Excellence
A state funded crew-training center (read, boot camp) named in honor of the late Corbiniano Ugolini for his duties to his men and to his nation.

Magna Mongadizafra has always had a history of naval supremacy, an in-built call to the seas as it were. With our advanced gunnery courses, our sailors have always had a way to express themselves to the enemy with a preternaturally accurate salvo of cannon fire. However, with the advancement and call for additional damage control and potentially other future training courses our ships' crews will need to perform, this natural talent must be honed and tempered with experience and training. Thus, the creation of a centralized and dedicated institution of learning the ropes for our sailors is the only logical answer. Not only will this mean we won't have to rely on picking up drunkards out of the bars who look like they know how to eat on a boat, but we can also accomplish far more with our ship crews right out the gate upon the completion of a new vessel.

Mechanically, an EXP boost that will hopefully enable our crews to have a high enough level to get full benefit from our Ballistics Classes national bonus, as well as our Modest Damage control techniques project. Without having to sack one for the other or have both be lagging behind.
If a specific location is needed for the place, Castelli de Lorenzo seems like a fine enough place I suppose.
Time: 5 | Progress: 3 | Expense: 6

Work on the construction of the training center, naval academy, or whatever anyone else wants to call it is actually expected to go fairly swiftly. An abandoned manner close to the coast was taken and refurbished to serve as a solid foundation for the training center. In fact, it's location is perfect as it is not far at all from the military port in the city, and a minor extension of it gives the building perfect access to it. Good location aside, due to the structure already being in place, it won't take too long to be converted, nor will it cost too much of the navy's budget, despite expectations otherwise that it might. Still, it should serve a solid foundation for our future crews and captains.

Corbiniano Ugolini Recruit Training Command of Maritime Excellence | 3/14 | 2 PP per die | Rushed 0 times | 2 PP invested

Effectiveness: 3 | Cost: 1 | Bugs: 6

The academy itself is a fairly solid structure, really. It gets crew's through more training before they are assigned onto a ship and gets them generally more seaworthy. This effectively means that all crews and captains that go through the academy will be greenhorns before even working up on their ships, and after be trained to a degree greater than most crews are currently. Further, it solves the issue of the gunnery versus damage control issue we currently have. The only issue with the school so far is that the operating costs are expected to be very high (10 per turn). It is a proper naval school after all and as such will need all the professionals, equipment, older ships and most importantly munitions to properly train up our sailors to standard. Though it shouldn't be too bad given our budget and the fact it's specifically dedicated to the training of only sailors and captains. Still, it is something to be concerned about and potentially address. 



It is now the Revision & Refit phase of Autumn, 1896. You have 4 dice remaining.

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23
Autumn, 1896, Design Phase.
Quote from: Ship Design and Construction Review
   This project calls for a total modernization of how Veenland designs and constructs its vessels. As our ships become larger and larger, and new designs with even more capabilities are drafted, it is becoming apparent that we must overhaul our ship design and construction standards to bring them in line with the projected vessels we will be constructing during the twentieth century.

   First, the design of hulls and superstructure is evaluated to find the ideal balance between effectiveness and ease of construction. For superstructure design, care is taken to ensure that ships have plenty of room for additional capabilities to be added when discovered - one designer has mentioned the radiotelegraph as a possible new development. Additionally, hulls have been designed and tested to allow speed and high strength with the materials and construction methods available. This will set the stage for the construction of faster, longer vessels, such as future torpedo-boat destroyers, cruisers, “cruiser hunters”, and fast battleships. To aid this, tanks and basins for hydrodynamic testing of hull-form models will be constructed, allowing for the extensive proving of hull designs in miniature before they hit the slipways. This will, of course, also be integrated into the Veenland National School of the Navy’s shipbuilding program. Likewise, the metallurgy of components beyond that of armour is examined for the potential of newly developed alloys or simply new metallurgical practices to have a positive effect on the design of our vessels.

As an adjunct to the first line of improvement, an investigation into design features such as the tumblehome and sponsons, the ideal areas and mounting for the placement of secondary batteries on ships, the ideal design of masts and other superstructure elements, and other features will be carried out to find the best features for our future ships. Experience with real-world observations of the performance of the Resoluut, Zeerover, and Union (AKA Compromise) classes will aid this review.

   Second, construction methods will be modernized to allow Veenland to produce these larger, faster vessels with speed and effectiveness, including the mechanization of the shipyards. Additionally, methods of speeding up the construction of our smaller ships will be investigated. The “piecework shipbuilding” scheme, where the ship is assembled from prefabricated sections constructed in different locations, has been suggested as one way this could be achieved.

   Third, based on the capabilities of our machinery, fire control systems, and other equipment, the ideal layout in future ship designs for these components will be wargamed with the goal of maximizing survivability and minimizing weight. Attention will be given, for example, to find methods of shortening the citadel, such as the so-called “All-forward armament” scheme. With these design studies, the goal is to aid the resilience of vital components in the face of shellfire, fire, flooding, and other inclement events; as well as to evaluate the effectiveness of current passive damage control procedures. Target-ship firing tests using obsolete vessels, if they can be sourced, could be used as one method to evaluate the effectiveness of current techniques and help discover where they can be improved.
Time: 5 | Progress: 5 | Expense: 4

Work on a general overhaul of our shipbuilding and designing methods utilizing our experience in the field and simply rigorous testing is something that isn't expected to take too long for what is essentially a very extensive review of our practices. Further, it's not to cost too much and already has gone off to a good start thanks to the more bureaucratic work being done fairly swiftly. Still, other than this there isn't much to talk about other than the review itself.

Ship Design and Construction Review | 5/15 | 2 PP per die | Rushed 0 times | 2 PP invested

Effectiveness: 6 | Cost: 1 | Bugs: 6

The review itself is fairly extensive, opening up a new way to potentially build ships and a number of design techniques to increase the ease of refitting them in the future as well as survivability, speed, and general effectiveness. This work, when done, should greatly assist in the construction of faster, more durable ships that are designed in the future, as naturally the nature of these changes are impossible to really do to our existing designs without essentially just making a new ship. Still, future designs will benefit immensely from this, especially with our engines. Tragically, this is not going to be finished in time to influence our latest battleship design, but even so it's secondary effect should be able to increase it's build time. The only issue really with this project is simply the fact that the shipyard modernizations will cost quite a bit, however they will be able to cut the construction times of all our ships, be they of future designs or older ones, a fair bit once done.

Torpedoboot van de Havenwacht
This is a very light torpedo boat, designed primarily to operate from ports to defend ports. Two variants of the vessel have been designed, with the primary version being armed with a 2” gun on the forward deck, two torpedo tubes fixed to the hull and pointing some 18° off of centerline, and a stoommachine on the aft transom. The other version is designed for more utility work, being armed with a pair of stoommachines(mounted one on either side of the vessel's cockpit in “pulpits”) and having the capability of carrying three of the mines as proposed by the Unterwasser Anti-Schiffsminen Projekt on the vessel’s aft deck(or some cargo, a number of troops, or other such items). There is no form of armor on any of these vessels. Propulsion is via four engines of the "hot bulb" type, each directly linked to a propeller shaft, with a design speed of 30 knots. In part to achieve this speed, the range of these vessels is limited to about four hours of operation and the boat is extremely lightly built, being mostly constructed out of sheets of laminated timber. However, it should be noted that these vessels do possess a double bottom, albeit as a side effect of fuel bunkerage more than anything.
Boats of this type are not named, being simply numbered. Mass of each craft is projected to be in the 23-35 ton range.
Time: 2 | Progress: 6 | Expense: 6

Work on the torpedoboot is going to take a bit longer than expected mainly due to some issues with the motor unions and their integration into the project. While they and other machinist unions have been important to the navy, they aren't exactly on call like the steelworkers or shipbuilders union. Still, this minor issue aside, the project is as cheap as the naval school is for a Shipbuilding union member. Of course, it's by no means cheap, but relative to just about everything else that we deal with when it comes to costs, it's hardly anything, and the same could be said if the program was done by any other major navy. On another bright side, despite the time that the project is likely to take, we are off to a very good start with the initial prototyping.

Torpedoboot van de Havenwacht | 6/20 | 1 PP per die | Rushed 0 times | 1 PP invested

Effectiveness: 5 | Cost: 5 | Bugs: 2

While the Torpedoboot will be a while off, the initial design is promising. It's not expensive in the slightest, after all it's made of wood, and it matches the speed desired. A mine variant and a  normal one currently exist, and both have good turn radiuses and rudder shift time. Further it's quite stable despite it's size and has a tad bit more range then originally expected, capable of just under six hours. Really, there's not too much else to say about it's effectiveness, it does what it needs to say. The only real issue is that the shafts for the propellers are a bit finicky and can be damaged by continuous operation at high speed for too long by the motor, which isn't exactly ideal given it's main defense is speed. But even so it'll probably be fixed by the motor unions sooner rather than later.



Revision phase will be skipped due to lack of dice. Feel free to discuss strategy and buy plans.

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24
VOLT.exe
The Volitile Ordinance Launch Truck, or VOLT for short, is a vehicle loosely based on the Scout and designed to carry a simple ordinance of Missile.exe's. The truck itself is designed to be able to fire four of these at a time and to, when not in a firing position, have the data for the Missile.exe's stored so it doesn't violently explode in an electric burst of coding if something hits it. The Missile.exe's themselves are where the main bit of work in the vehicle is honestly dedicated. The Missile.exe, is basically a giant explosive that is taped together with such thin coding that it may as well just be the hopes and dreams of our hackers and is quite volatile. This is because it for one makes it much easier to make and for two because it means we can cram a lot more guidance coding, energy and speed into them. Starting with it's guidance coding, the Missile.exe knows where it is at all times. It knows this because it knows where it isn't. Jokes about that old Airforce training video that turned into a meme aside, it simply has two modes, seeking and direct. In seeking mode, after being fired it looks for anything flying that is in it's path and is above a certain altitude and aims to smack into it and, well, upon doing so set off a burst of virtual electricity. In direct mode, it simply flies to a pre designated target and dives into the ground there. The other main thing it has going for it is speed. The general idea with the Missile.exe is that speed is armor. If it flies faster than a Wyrm.exe and is able to just hit before a rival hacker or viri can react, then it probably doesn't need armor anyway. It also means that we can get quick and easy artillery support whenever it's needed, or it can easily and utterly obliterate anything in the air as well, if not due to the speed it hits the thing due to the shock it's target takes after. The last and most important thing with the Missile.exe is the ability for it to essentially delete anything nearby it when it hits with it's burst, and ideally have enough of a destructive radius that it even if it is destroyed before it hits the target, it'll still fry it. Really, it should be quite simple to make, though it does require a FirstMate or direct hacker intervention to properly operate.

A.H.A.B.exe/B.O.A.T.exe

The A.H.A.B, AKA Anime Heavy Assault Boats, also known as B.O.A.T or Badass Ordinance Attack Troop, or probably most fittingly 'anything you can do we can do better' as some like to call the project, is a unit that takes it's 'inspiration' from the enemies giant whale they happened to have, though some is also drawn from their new janes and a dash from the swordy and templar minions, though most is from the whale. Regardless, the B.O.A.T in appearance and function are essentially pirate like shipgirls. What this effectively means is that they have two extremely powerful '12 pounder' cannons and six '4 pounder' pulse cannons, along with a giant anchor for melee and the ability to glide across water like code. A key point of the unit is it's stupid amounts of firepower while being the size of any old infantry, though if this isn't able to be done by our hackers, temporarily making them vehicle sized or reducing their firepower somewhat is acceptable ground to concede so as to not lose out on the main focus of the unit. A good deal of effort even is put into their durability and firepower. In fact that's where most of the coding is done, and a good deal of effort has been done to condense all this code into a unit at least similar in size to a minion, making them pint sized powerhouses compared to most other units, and essentially a tank of an infantry unit. This has it's own issues, but luckily, this is somewhat fixed by mostly just control C and control V some of the intelligence code from the janes and minions. In fact the almost all of the intelligence code is copied excluding a few minor things like a bit of the targeting being readjusted for it's heavy weapons or melee skills from the swordy minions. Really, it is expected that these units will likely be as complex as the Wako, and will likely need a lot of direct guidance from other programs due to intelligence being mostly limited as raw power was focused. Yet with guidance they will absolutely demolish any enemy they face, even if it'll likely take some time for the cannons to fire again...

Quote from: Votebox
VOLT.exe (1): Piratejoe
AHAB/BOAT.exe (1): Piratejoe

25
Forum Games and Roleplaying / Re: (SG) Underling, a Supervillain Game
« on: April 05, 2022, 04:17:10 am »
First is an easy choice. B, but the second is harder... I guess I'll say for the second A, if only because being supernatural is likely to be fairly interesting, and I kinda like the idea of being a supernatural mad scientist. Perhaps we can actually succeed with a doomsday weapon by it being magical instead of traditional mundane mad science. Since you need a background for this though...Hmm...I think I might use something a bit...interesting...

While most simply see a short woman with a scar across their face named Melissa Powell, the truth is that person has been locked away. Well, their soul has anyway. The one in actual control of her body is a serpentine demoness of Envy named Monnid, ex servant of the great demoness of pride Onoskelis. Not really by choice, more so by the whole invasion thing going poorly and her being part of an loose infiltration group that was heavily dispersed resulted in her learning plenty of the various advancements the mortals have made. Something quite important given the at least hundred so years out of date the technology hell had. Still, this mean that getting stuck in the mortal realm was basically destined when the invasion failed. And this has delayed her plans of getting out of the horrible reputation that the circle of envy has by becoming a demon of pride by quite a bit much to her annoyance.

Still, at least it's far easier to feed off of envy when dealing with criminal enterprises than pride, at least given the state of most mooks. And it also helps that in the worst case scenario she can ditch the person she's possessing and go about a fair bit less covertly until she finds a replacement. Though, the ritual to do such always leaves a scar...There's plenty of other rituals that can be used as well, and the time she spent essentially being a spy and recon for the onset of the invasion has helped quite a bit in her more technical knowledge. The last two important things to note though, firstly, she hates codenames and nicknames as she wants people to envy her work under her name and finally become a demon of pride in a vain hope that some other demons who can actually go back to hell will notice, and secondly... Just never put her in front of a stove or any cooking appliance. She is certainly not a demon of gluttony and can probably find a way to screw up making even cereal somehow...

26
Autumn, 1896, Design Phase.

While the center has reformed and held, things in the east are certainly not looking good. With luck, the new ships and their freshly trained crews will be able to help in turning the tide. Really, we need a major victory to force the Magna to kneel before things get particularly bad. (6, 4) Especially given our intelligence reports have corrected our last claims and provided proof that the Marcus Antonius, Lucullus, Labienus, Horatius and Virgil have not sunk. And given the last major report from our intelligence, this is fairly important...

The unions have allocated an additional 6 PP to our cause. Let the workers work and will pave the path of progress to victory.



It is now the Design phase of Autumn, 1896. You have 6 dice remaining.

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27
Autumn, 1896, Design Phase.

While some setbacks on the central front have occurred, the disaster in the west has been stalled if not halted completely, and the east which was looking like a potential quagmire for the marine forces seems to have a far greater chance at success before. Further, it won't be long until far far more ships are launched and the Veenlandic forces are forced to submit to our superior navy. Still, it would be far better if those ships were active now rather than later, and there will still be the time for working up that those vessels have to have. Though, some of the more aggressive admirals think it might also be worthwhile to skip some of that training and just use the sledgehammer of our numbers as soon as it is available and essentially end this war.

Thanks to our efforts, we have been granted 6 more Production points for the war effort. Make it count.



It is now the Design phase of Autumn, 1896. You have 7 dice remaining.

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28
Forum Games and Roleplaying / Re: Refit and Repair 2
« on: April 04, 2022, 03:17:20 am »
Summer, 1896.

With the war having gone on a full year now, both nations have managed to shift a sizable amount of their economy to the armed forces. Be they naval or army. Still, a noticeable shift in Magna Mongadizafran spending has been seen, what with their army getting a sizable budget increase. Whether due to the Mongadizafran navy believing there is a need to invest in its ground forces outside of the army or simply generosity, the end result is the same. Some actual competency. Other than this, to outside observers nothing much else comes from Magna. Veenland meanwhile has had it's own obvious work on their infantry. Mostly new guns like the UVW T96G or UVW T96SAP, a bolt action and semi auto pistol respectively. However the inclusion of such things as the UVW T96S "Mini Coehoorn" is certainly something to cause some panic among their enemies, and more benign tools like the UVW T96S, a Shovel, or UVW T96M, a Knife are also useful to equip everyone with. Lastly, for some reason the UVW T96H "Emmer Helm" was also equipped to their forces. A metal helmet. Something that surely will never catch on and be too costly for any real army to maintain.

The Western portion of the Ocantroval Archipelago

The Magna Mongadizafran Navy arrives to the west to find no Veenlandic opposition. Well, none at sea anyway. As such, operations for them are completely uncontested, and with ease they are able to escort and support a rearward landing to try and cut Veenlandic forces off. Unfortunately for Magna, the Veenlandic forces on the island have had fairly low permanent casualties, and most of the people on the island are a bit more seasoned compared to their peers. Even so, experienced soldiers alone do not lead to victory. Without support, a landing behind and with their supply soon limited and most of the new equipment not reaching them, the main Veenlandic force pulls back to a more defensible position, giving the beleaguered Mongadizafran forces some much needed breathing room. While Zamoviedo isn't retaken, it isn't that far off from the current line, and a breakthrough will likely lead to fighting in and around the town once more. Especially due to bombardments from the coast.

Spoiler: Map of the Area (click to show/hide)

The Central portion of the Ocantroval Archipelago

While Magna ran rampant and made major gains on the Isola del Formaggio, they have gone east and west, leaving the Workers Navy to escort the various supply ships to the island. Of course, this is a major boon and once enemy forces are confirmed not in the theater, they shift to costal bombardment and escort of something greater, a landing near Maartensbosch. This, somewhat similar to the north, forces a shifting of the defending armies forces. This even manages to encircle and capture a few small brigades of Magna soldiers, though they do not take the city or are able to push past the initial landing zone after their initial success, in part due to the new integration of a few marine forces 'temporarily' taken as elite supporting troops by army divisions. Despite the landing not being as successful as Veenland hoped, the counteroffensive has put a great fear into the Magna Mongadizafran forces of the 'Mini Coehoorn' as the Veenlandish call it. A explosives device somewhat like the makeshift grenade that Magna uses, expect a lot less makeshift and thrown not by hand but launched by a rifle. Needless to say, this is a great tool on the offense and helps with the artillery disadvantage that the Workers Army has for the start of their counteroffensive, though this would return to relative parity as supply stabilizes. By the end of the season, while Maartensbosch isn't retaken, the marine forces that landed nearby have linked up to the Workers Army and the possibility for things to continue exists, provided of course things remain as they are. But stability of supply is something that seems to hardly ever happen for Magna. Even so, at the least the front has stabilized now, and the Workers army is no longer on the backfoot as it was before.

Spoiler: Map of the Area (click to show/hide)

The Eastern portion of the Ocantroval Archipelago

Much like the west, the Magna Mongadizafran Navy has free reign to do what it so pleases in the area, and as such much in the way of supply finds itself failing to reach it's destination once more for the Veenlandic forces of the east. While this is nice, there is a lack of heavy fire support for the Magna Marines on the ground, instead only the six inch guns of the Lepidus class are so kind as to grace the soldiers on the ground with some much needed artillery. But even so, for the forces at Drachvoort this is enough as the island the town is on is far closer to Magna waters, and due to their fairly frequent raiding in the east has struggled far more with supply than that of the more southern counterpart that is closer to larger more industrialized islands. Still, it is enough to allow a minor breakout and reestablishment of Magna control of Echtwaar. Though, even then their control in Echtwaar is far more strenuous than that of the more north western captured town.

Spoiler: Map of the Area (click to show/hide)

The world outside of the Evandron Archipelago
Ethiopian Emperor Menelik II drives Italian General Baratieri out, to the anguish of some of the more homeland minded Magna Mongadizafran's. The Jameson Raid occurs, the failure of which causes Cecil Rhodes to resign as the premier of the Cape colony. This is met to some celebration in Veenland and results in a humorous incident where President Kruger receives praise from both German Kaiser and the council of unions of Veenland and their Kanselier. Utah is admitted as the 45th state. And the Cave of Winds at Niagara Falls almost goes dry for first time in 50 years.

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Name: Caffodwol Fey (Fairies and Chaun's)
Color: Forest Green
Traits: Fey, Sorcerers, Acropolis.
Territory: 7

I might make a background later but eh. Given how quick the first game went, I think I might wait a bit beforehand.

30
Forum Games and Roleplaying / Re: Conquest of Pangea! Game has begun!
« on: March 20, 2022, 09:39:15 am »
The Yeerk asks the Kanomaki and Xlyth a to stop and leave politely.

The Yeerk offers to send a trade agreement to both of them.
Again. In thread. He posted this.

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