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Author Topic: Intercontinental Arms Race: Finale  (Read 551292 times)

Zanzetkuken The Great

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Re: Intercontinental Arms Race: Winter 1938 (Strategy Phase)
« Reply #825 on: May 07, 2017, 09:18:03 pm »

The multiton bomb seems completely unnecessary to me.

1 Ton bombs used in the Project B demonstration managed to damage several hull plates of a ship despite not being a direct impact.  An HE multiton bomb would do far greater damage, likely causing the ship itself to sink.  Further, in a long range, it would shatter the eardrums of the Canallan crewman over a large area, leaving them in immense pain and unable to man AA guns across multiple ships.  This would allow an assisting compliment of aircraft to finish off the damaged ships.

Further, on land we could use it to wipe out their encampments in a single shot, do severe damage to any underground installations they make, do severe damage to bunkers they likely have in northern half of Turbados, and can act as an area denial weapon.
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Re: Intercontinental Arms Race: Winter 1938 (Strategy Phase)
« Reply #826 on: May 07, 2017, 11:18:59 pm »

Bombs that big are pretty much bunker busters. Which is nothing to sneeze at.

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Re: Intercontinental Arms Race: Winter 1938 (Strategy Phase)
« Reply #827 on: May 08, 2017, 12:44:10 am »

Battle Report 3: Winter 1938

A note about aircraft oxygen systems:
Some Cannalans expressed concern that their aircraft which had oxygen masks for crew were being engaged by Forenian aircraft which were not. After some research I have determined that all of the aircraft currently in use including the Yellowjacket should easily be able to reach altitudes where an oxygen mask is normally required, and engage enemies there, but not remain for long. By the same token, this implies that the first-generation Cannalan oxygen masks are rather poor limiting them to less than 20,000 feet, and everyone's aircraft are capable of greater altitudes than they are currently flying at, limited only by the crew's ability to breathe. My bad for not doing enough research to mention this earlier! Do note also that bombing runs normally take place at altitudes much less than 15,000 feet, and very high-altitude bombing is suitable only for large targets, like factories, and then with very poor accuracy. In other words, bombers targeting tanks, ships and soldiers are usually not concerned with oxygen systems.

Navy price notes:
Buccaneer boat (a PT boat/small transport) costs 3 ore, 3 oil. Obviously that's grossly inconsistent with a few other things in this game, even on the principle that coal is vastly cheaper than fuel engines. It is now 2 Ore, 2 Oil. Also, upon further studying comparative sizes of ships, the Forenian aircraft carrier has been nerfed slightly in size- it no longer has room for combat-ready aircraft on deck, and the entire deck is necessary for aircraft to take off. The cost remains the same, as a lot of the cost of existing large ships depends on armor, cannons and turrets. While I am staying away from dedicating myself to real numbers in case they ever contradict things later, even the "massive" Khorne has a comparable armament to what world powers at this time would call a Light Cruiser and is probably 600ft/180m long or less, and even with a great die roll, the Forenians' biggest new ship should be considerably shorter as they've spent much less time designing and building ships.

Air price notes:
Prices have been adjusted so that they all read [X Ore (Y Al), Z Oil] where X is the steel price and Y is the aluminum price, as if aluminum were a separate resource. Making anything with aluminum gives you the ore price to make it in steel, and the ore price that is added when it is made from aluminum separately. Previously there had been some mixed notation which I think is reponsible for the fact that, as best I can tell, the AS-HF-32 was supposed to cost 2 Ore plus 2 Aluminum, while the Cannalan Falcon costs 4 Ore plus 2 Aluminum despite being only slightly bigger. As such I'm making some price adjustments so everything is more consistent.
Falcon Multirole Fighter: Down to [3 Ore (2Al), 4 Oil]- and I'm also making a note here that the oil-cooling system is a leaky bastard that leaves splatters on the pilot's canopy, and could stand to be improved. I'm pretty sure the old [6 ore (2Al)] meant the same thing as [4 Ore (2Al)] now.
AS-HF-32: Price is now [3 Ore (2Al), 3 Oil] which might or might not be the same thing as I meant by [4 Ore, 3 Oil] if I was trying to account for your use of aluminum directly into the cost. This is less confusing, anyway.
AS-DB-HF-23: Frame is about the same size as HF-32, but smaller engine with no turbo or fuel injector. [2 Ore (2Al), 2 Oil]. Old price of 3 ore is pretty strong evidence I was trying to account for aluminum directly. Oil cost reduced because why is it the same as the fuel-injected, forced-induction one? Not that it will affect price bracket now that Forenia has extra oil. Notably a version with less aluminum could be cheap right now- lucky for Cannala the Forenians aren't getting more aluminum any time soon.
AS-1931-HAFB: Price is now [5 Ore (1Al), 4 Oil] which I think means I didn't change anything, but I'm not honestly sure.
Model 4 Yellowjacket: Price is now [2 Ore (2 Al), 3 Oil]. It's pushing it for 2 ore honestly, but I'm sure that's what I originally intended. I'll just say that a lack of any weapons larger than machineguns, wings that apparently are too flimsy to hold bombs, and no turbochargers all add up with some skilled Moskurg cheapass design to make a cheap and decent plane. The V12 is also probably smaller than the ones on the faster planes.

Other notes:
Cannala controls the Archipelago and may name it. They also have 2 Aluminum now, meaning fighter-sized aircraft built totally from aluminum are no more expensive than if they had been built from steel. This is the first turn this resource takes effect, but I probably should have mentioned it last turn. Combined with the price adjustments, this means their Falcon Multirole Fighter is now only Expensive.

New Equipment:

This turn, the Forenians have begun to make serious moves towards having a navy to compete with Cannala. The UFS-CV "Wasp's Nest" 38 is a huge leap forward in naval construction, about twice as long as the CV-22. The entire top of the ship is a flat, unobstructed wooden flight deck- that's right, it's an aircraft carrier! Aircraft are lifted on a single hydraulic lift from belowdecks, and it carries about a dozen planes. Aside from a relatively light torpedo belt, it's unarmored, and it's lightly armed with some AS-AC18's for point defense and a few Bumblebee guns to deter enemy bombers and ships. For their revision, they created the HF-32b, a variant of their HF-32 fighter with retractable landing gear and an oxygen system. The landing gear work great and increase the plane's performance considerably, but the oxygen system is not great. It uses compressed oxygen, which cools as it decompresses- metal mask components touching the face are outright painfully cold, and if the have is opened too much, which can happen during combat, instant frostbite of the lungs can occur, the effects of which range from debilitating as pilots cough up blood to outright fatal.

Cannala has built 4" MSLAAC "Daybreaker", which is an autoloader for 4" tank cannons. Rounds are stored in a carousel in the body of the tank, then lifted and rammed into the gun in the turret at the same time the casing is ejected. It can load the gun even at a slight inclination or declination. While it is not without reliability problems, and loads slower than a well-trained crew, it makes turrets fairly flat, for tanks that have a small profile when hull-down. An Armadillo variant and Raider variant with the gun are available, which cost 1 more ore than their base versions. It's probably the most advanced autoloader in the world, and by a good margin. For their revision, they attempted to creation of various ammo types, chiefly resulting in the M1938 HEAT, a HEAT cannon round with similar performance to the ones in use by Forenia, and the M1938 APDS, a discarding-sabot round which for now is mostly the equivalent of their existing hardened steel cannon rounds, but cheaper and not as good against angled armor.

The Forenian Army currently has the following equipment:
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Re: Intercontinental Arms Race: Winter 1938 (Strategy Phase)
« Reply #828 on: May 08, 2017, 12:47:03 am »

The Cannalan army currently has the following equipment:
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Re: Intercontinental Arms Race: Winter 1938 (Strategy Phase)
« Reply #829 on: May 08, 2017, 12:48:07 am »

I officially had to make a butchery of a few Cannalan weapons entries just to fit their list in one post. Expect significantly more terse rewrites.

The War This Turn:
Cannala and Forenia are both still occupied with gobbling up smaller countries, so they're each only fighting each other on one front- Forenia continues their push into the jungles, and Cannala has refocused their efforts to the southern island. Winter is descending upon the Cannala-Forenia region, and it brings snow, wind, low clouds and fog, even though the autumn was unseasonably mild.

The Battle at Sea
Forenia has begun launching Wasp Nest carriers, and relying on them as as their primary offense against the Cannalan Navy. The typical carrier launches one squad of HF-32b fighters, and one squad of DB-HF-24 dive bombers to attack ships. The carrier isn't perfect- moving planes around inside is fairly difficult, and sometimes a plane is damaged due to circumstances like colliding into a hangar wall if the ship lists over a large wave while the plane is in transit. The single lift means fighters can't be scrambled quickly, by the time a Buccaneer boat far from its host ship (a ballsy move as the Buccaneer isn't meant to be on the sea during a storm, but one which a combination of skill and brashness causes Cannalans to practice anyway) or a wing of Cannalan aircraft is spotted by the Forenian aircraft on patrol, it might be too late to launch more than a couple planes before they hit and run. Launching from the carrier is a frightening experience, a loaded DB-HF-24 will drop a couple decks' worth of altitude after leaving the runway, before climbing again. In the south sea, some of the airplanes suffer freezes in their water radiators. But, it's a carrier, and it's out in sufficient numbers to make a difference despite its small aircraft load.

Air battles still favor the Forenians. The new Stinger variant of the HF-32 is only a little less powerful than the Falcon, just as aerodynamic, and capable of flight at high altitude, even though Forenian pilots must make frequent adjustments to their manual oxygen valve when they climb and dive, which can be a dangerous procedure. Even when the Falcon fights the Stinger in equal numbers over land, Forenia's superior pilots consistently win, and in naval engagements far from land, Yellowjackets (aided by drop fuel tanks) and Stingers (now launching from Forenian fleets) have a numbers advantage as well. In a straight fight over water, Forenia has a decisive air advantage, such aircraft as Cannala sends from the land are overwhelmed by superior pilots in superior numbers, and Forenian bombers, fighters and dive bombers alike can gang up on Cannalan ships and bomb them into submission despite losses from AA. Wooden decks are set afire, turrets and con towers are destroyed. This includes engaging Khorne battleships positioned to shell land targets, and protecting Forenian shipping.

However, it's not always a straight fight. Frequently, thick fog frustrates the naval operations of both sides- ships might not even spot each other until well within gun range, and aircraft fly at low altitudes where their visibility is reduced. Forenia's good encryption is an advantage here, aircraft pilots can securely radio ships and vice versa, whereas the Cannalan OTP system isn't something a pilot or gunner wants to work out in flight, and tactical maneuvers require enough communication that OTPs run out- so Cannalan fleets who might be near Forenian ones in the fog must communicate by lantern, semaphore, sit in silence, or risk re-using their OTP or just communicating openly. It's less than ideal. On the other hand, since patrol aircraft are such an advantage in fleet intelligence, this favors the Cannalans who don't have such ready access to them. They sometimes catch Wasp Nest carriers with their pants down, and then it's all over. A few cannon shots will take out a carrier, or a Buccaneer might light a Type 48 Akasame Torpedo, one of the big 40cm Juraki ones, and blow right through any Forenian torpedo belt. While the effects of this are at their worst during winter, it should be noted that some of this applies at night during any season.

Cannala loses a lot of ships to the carriers, but still has a Major Naval Advantage. This might change in the spring when the weather clears up and the Forenians begin to mount more successful air operations though.

The Battle for the Jungle:
Attacking: Forenia
The wet season begins in the jungle. Rivers flood. Things break down. Cannalans discard Type 5 SMG's (the dirty Juraki piece of trash) and take QFS's instead.

Flamethrowers are a little less useful and Tiger Armor a little more difficult to use in the mud and the rain, but Forenia still turns them into an infantry advantage.

As the roads get worse, everybody uses armor less. Cannalan Raiders can swim, but they can't swim in mud. More unarmed raiders are used to move troops up and down rivers. In fights, many times Raiders now equip the Daybreaker- it's not easier to move around than the other turret, suffering the same limitations in water travel, but it enables an Expensive raider to combat an Expensive T2 Breaker or Very Expensive AS-33- it has armor like tissue paper compared to those tanks which puts it at a distinct disadvantage, but it has a fighting chance and a variety of cool ammo- a 4-inch HEAT round can consistently overcome the AS-T33's heavy, sloped-armor front, or on the side an APDS can punch through spaced armor. Cannalan tank crews using this weapon have to pick their ammo ahead of time, though. The Daybreaker also seems like a bit less of an amazing weapon in the field than in the test range- hot, humid jungle air can cause it stop working unexpectedly, and it also frequently fails when the tank is aiming up or down a hill, or if it's reloading while the tank is in motion over rough ground. While these are sometimes problems for human loaders too, it has a bad habit of dropping shells on the ground. Don't worry, it's only killed one Armadillo tank, it's usually just inconvenient.

Despite some dodgy performance from the Daybreaker, its 4" cannon is still a valuable contribution, but the really big deciding factor is still the amphibious Raiders. Cannalan armor has an advantage in the jungle.

The air situation is much like it was before, which is to say Forenians shoot Cannalans down a lot. The Falcon, now that it's in greater numbers, manages to actually deliver some Rum Barrels to Forenian positions despite this- the gap has narrowed a little bit. Mass incendiary bombing is a lot less effective during the wet season, though. The Forenians gain ground, but only barely. [Cannala 1/4, Forenia 3/4]

The Battle for the Tundra:
Attacking: Cannala
During the winter, the snow is thick and movement is difficult. Armor is less effective in general, and engagements especially take place at long range.

The last time there was any serious fighting here Cannala had the upper hand. Since then their naval advantage has partly diminished, but they've developed the Raider, the Daybreaker, and started using code to communicate some of their most important strategic operations. The Forenians have spent most of their effort effecting this change in the naval situation, keeping the status quo in their favor with their aircraft, and developing the HEAT bombs which will be used here.

Forenia continues to mostly dominate in the skies- which might be enough to win them the day, if severe blizzards didn't force them to keep their aircraft grounded on a few different weeks. Cannala's artillery continues to be somewhat more effective, Forenian rocket-assisted B2 destroyer shells have almost as much range but not as much destructive power, but Forenia still has a communications advantage as well.

Forenia also still has some advantage in infantry combat, their semi-automatic rifles are better suited to most engagements than the M1913 and sniping benefits from M2 Osprey's accuracy and superior Forenian telescopic sight technology, but that's still limited to officers. The Sorraia GPMG is also an asset in long range infantry engagements outside of emplacements.

The Daybreaker-equipped Raiders have supplemented Type 36 Tank Destroyers as light, fast vehicles capable of destroying Forenia's tanks, they're not as accurate but they have full turret rotation. They're faster than the T2 breaker, and lighter armored which is arguably an advantage as both tanks are equipped with guns easily capable of penetrating the other's armor, but unfortunately lose out in moving fights mainly due to frequent problems with the autoloader while at speed. Type 36's are still more accurate at range, and just as fast in loading although this is partly because their design leaves lots of room for crew to move around. Daybreaker Armadillos are Very Expensive, and lack the heavy front armor of the AS-T33 but are at least well defended against light cannons or autocannons and capable of destroying their AS-T33 counterparts, so they lead the vanguard where they're available. Heavy armored combat is effectively just a toss up between Cannala and Forenia now.

All of this detailed armor discussion, however, doesn't do justice to regular Raiders with their default autocannon turret, which do a great job of filling the APC role for their lack of expense and a weapon powerful enough to engage Forenian emplaced autocannons and consistently destroy Forenia's APCs, the MV-21's. The tracked design outperforms the wheeled MV21 in the snow as well.

A combination of mechanized infantry mobility, and the naval advantage, as well as unfavorable conditions for Forenian airborne operations which are normally Forenia's biggest advantage, ensures that Cannalan troops still outnumber Forenians enough here to overwhelm them. Cannala gains ground. [Cannala 3/4, Forenia 1/4]

The Western Mountain Island:
Attacking: Cannala
Most of Redbeard's loyalists have been kicked out, and the remainder of the population is coming around to the idea of accepting El Presidente as leader. Many of the changes in their way of life aren't as bad as they feared- for example, they can still trust that El Presidente won't come into their house and take their things an act which is now called "repossession", as long as they pay him protection money just like with Redbeard, only it's now called "taxes". Cannala will have established infrastructure here the next turn, and price adjustments will affect the turn after that. Cannala has now also earned the right to name this island. [Cannala 2/2]

The Eastern Tundra Island:
The last of the resistance on Seal Skin Island, which Forenia has already begun referring to as "Myark", is stomped out as tanks roll through the streets and soldiers with their faces covered behind the heavy-duty Tiger armor kick down doors. Now they need to decide on the most fair way to govern and represent their new citizens, which will be decided upon by the Forenian Parliament. This could take a while. British Parliament ultimately votes to concede Myark to Forenia, rather than intervene. "You know," says one minister, in an offhand comment which would prove particularly prophetic, "I am having some serious doubts about this policy of appeasement." Like Cannala, unit prices will be adjusted to include their new resources the turn after next. [Forenia 2/2]

Events outside the War:

The Outside World:

Rumbling along the track at 125 MPH, the Mallard steam locomotive sets the locomotive speed record in London. Forenia has offered to supply rocket boosters to further increase the train's speed and set a new record, but have not received any acknowledgement. Howard Hughes has set an aviation record by flying around the world in 91 hours by airplane. Forenia has offered to supply rocket boosters to further increase the plane's speed and set a new record, but have not received any acknowledgement. The international Non-Intervention Committee forms a pact to withdraw all volunteers from the Spanish Civil War, but this is ignored by Germany and Italy. Britain is also asked to attend a summit with France, Germany and the USSR, but refuses saying that they would under no circumstances accept the USSR as a diplomatic partner. The Chinese government withdraws to Chungking in the face of Japanese military advance. At the very end of the season, but most importantly of all, the Sudetenland crisis resolves- Britain and France withdraw their promises to aid Czechoslovakia should Hitler invade, the United States promises to remain neutral, and Russia threatens to invade Poland should the Polish Army intervene. Finally on October 1st, Germany invades and the Czech government agrees to cede a considerable chunk of land.

Local Events:
In Cannala, the red rot continues to ravage crops, and Jurakis continue to do poor work. A few people are spotted with signs that say, "Elect someone who can do something about the rum shortage!" and "Hold an election now!" before disappearing.

In Forenia, the Arstotzkan Nationalist party has gained a dozen seats in the 120-seat parliament. The Moskurg Nationalist party has about half as much. As inter-province violence grows, a book called Wands Race is published by Moskurg author Raafat Al-Halim, a historical fiction/fantasy about the medieval Moskurg-Arstotzkan war being fought with magical weapons. It quickly becomes a bestseller, but it is extremely controversial, as the book about a war between Moskurg and Arstotzka is seen as promoting nationalist violence. While Al-Halim says it is about the showing horrors of war, many people say it is a glorification of Moskurg fighting Arstotzka. Paradoxically, many Arstotzkans buy the book as well, and say that it shows the glory of Arstozka. The series isn't finished yet, and it's not clear how the war will end. An American reviewer says of the English publication of Wands Race, "It is entirely obsessed with the detailed description of fictitious weapons. All of the characters and events feel like a vehicle for describing more weapons, when really, the magic in the book should be serving the characters and plot. I'm not sure what it says about Forenia that this book is so popular there."

Research Assistance:
In a bid to gain permission to work with the United States engineers, both Cannala and Forenia have deployed an unprecedented amount of American ass-kissing to the front lines. The Forenians regaled the American ambassador with stories of how they had overthrown the British Empire, formed a republic like that of the United States, and are now simply working to overthrow the British again in Myark. The Cannalans described how their own republic, ruled by a president, threw off the yoke of oppression and was later absolutely forced to dispense with the Juraki government- compared to the Forenian invasion of Myark, their justification for taking control of Redbeard's island earned considerably less eyebrow raising from the American ambassador. Then, the counter-arguments start, and the ambassador thinks to himself, "If only I had told them to be succinct." Eyebrows are raise at Forenian claims to know what happened in the final battle with the Juraki, and the Cannalans' account of the Forenian revolution as well. His concern at the mere existence of a "Ministry of Riots" is countered with an impassioned concern that America does not have one. He also says that he very much doubts that either of nations' stories about being navally shelled by the other one is true, they both just don't make any sense and the dates are weird. Police step in to stop a fight between the Forenian and Cannalan diplomatic representatives, which breaks out over both of them accusing the other of having factual inaccuracies in their speeches, even though some of the facts are actually quite ancillary.

The Cannalans point out that Captain Redbeard couldn't have been an opposition candidate to the incumbent El Presidente in the last election, which the Forenians had alleged, as there hadn't been an election in more than 30 years! The American ambassador is less impressed with this than they had hoped. The Americans are also impressed with Forenia's freedom of the press. Ultimately, they approve Forenia for the exchange program. Forenia gains a Research Credit! Despite this, the American diplomats are left with grave concerns for the well-being of people in both countries...

((It was a really hard decision! Good work you guys, I will definitely have to impose a word limit next time though, hehe))

Something Mysterious!
As the end result of some shady dealings El Presidente has been involved with, Cannala has gained an Espionage Credit. El Presidente won't tell his own engineers what he did to get the services of a spy. Forenians are aware that there is a spy in their midst, and have been told to watch their neighbors for any sign they may be a Cannalan traitor.

Turn 4, Commence!
You may now begin voting for your design phase!
« Last Edit: May 08, 2017, 01:09:28 am by Sensei »
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Zanzetkuken The Great

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Re: Intercontinental Arms Race: Spring 1938 (Design Phase)
« Reply #830 on: May 08, 2017, 01:09:19 am »

Well, praying that we haven't been fucked over by an accidental post in the General OOC on our plans, who's got Transport Plane designs?
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Re: Intercontinental Arms Race: Spring 1938 (Design Phase)
« Reply #831 on: May 08, 2017, 01:14:15 am »

Son of a .... my apologies about that what I said was "next turn we should make a super fighter bomber and fix our torpedoes rather then going for a transport". Once again sorry about that folks.
« Last Edit: May 08, 2017, 01:15:58 am by Light forger »
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RAM

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Re: Intercontinental Arms Race: Spring 1938 (Design Phase)
« Reply #832 on: May 08, 2017, 01:36:43 am »

My thought are that we need to improve artillery and carrier performance, and that means a scour-plane. A dedicated one would always be nice, something with a spotter and telescopic camera/communication-lamp turret and pressurised cockpit to keep the crew from beign too distrated by equipment, and all the altitude and flight time it could dream of... But it is the sort of thing that can happen in a revision...
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Re: Intercontinental Arms Race: Spring 1938 (Design Phase)
« Reply #833 on: May 08, 2017, 01:37:56 am »

Heh heh heh! Thank gods for the Independent! They may be deluded fools who hate their own country, but for some reason the Americans love them.

Anyway, save the Research Assistance, design transport plane.
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Re: Intercontinental Arms Race: Spring 1938 (Design Phase)
« Reply #834 on: May 08, 2017, 01:40:49 am »

Transport capabilities come in the turn after transport design, as per Sensei. As per the turn, we gain Myark's ore turn after next. Im other words, in order to get that EXTREMELY helpful ore increase ASAP, we MUST build a transport this turn.
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Re: Intercontinental Arms Race: Spring 1938 (Design Phase)
« Reply #835 on: May 08, 2017, 01:53:49 am »

Well that sucks, the Wasp Nest got hit with the nerf hammer pretty hard.  Still, not bad for our first carrier ever after having only built one working ship before.  I imagine it'll do better with clearer weather, so here's hoping for next turn.

Let's build a big transport plane this turn and save our Research Credit for next turn. 

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Re: Intercontinental Arms Race: Spring 1938 (Design Phase)
« Reply #836 on: May 08, 2017, 02:10:24 am »

What kind of research credit worthy revision can we make? I don't want to save research credit for later because if we go for a slow design action like transport aircraft we shouldn't do another slow action like saving the credit.
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Re: Intercontinental Arms Race: Spring 1938 (Design Phase)
« Reply #837 on: May 08, 2017, 02:15:00 am »

The research credit means rolling twice on a design. We don't want to waste it on a transport.

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Re: Intercontinental Arms Race: Winter 1938 (Strategy Phase)
« Reply #838 on: May 08, 2017, 02:20:43 am »

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.
So, I think this is a sensible place to start. We might increase the wingspan slightly (even though Sensei doesn't really pay attention to numbers like that), and if we are putting any weapons on it, I think we should put at least three turrets in- one in each wing, and one in the nose. We should emphasise that 8 tons is the minimum cargo capacity we are aiming for- large enough that it could, should we later develop them, carry light tanks or artillery into battle.

Speaking of that, I don't think we should aim for a 100% airdropped invasion force. Obviously conventional ground forces are required to support them. But I do think we can rely more heavily on airdropping than RL armies did, since this is a game where slightly silly things are allowed, like full metal body armour. Sure, Market Garden was a failure, but if you pull a Market Garden every time you invade a place, you'll get better at it.

What kind of research credit worthy revision can we make? I don't want to save research credit for later because if we go for a slow design action like transport aircraft we shouldn't do another slow action like saving the credit.
We should save the credit for next turn, then develop Radar with it.
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Re: Intercontinental Arms Race: Spring 1938 (Design Phase)
« Reply #839 on: May 08, 2017, 02:24:30 am »

The research credit means rolling twice on a design. We don't want to waste it on a transport.
Hm, do you mean it can't be used for revision action? Are you sure?


How about a transport submarine with research credit, then? It gives us TC and it will help us in developing our navy.

Quote
We should save the credit for next turn, then develop Radar with it.
It is a very slow plan. We may lose too much on the fronts if enemy will go for something with immediate impact.
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They ought to be pitied! They are already on a course for self-destruction! They do not need help from us. We need to redress our wounds, help our people, rebuild our cities!
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