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Author Topic: Arms Race: Iron Behemoths - Toskesh - GAME OVER  (Read 44633 times)

evictedSaint

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Arms Race: Iron Behemoths - Toskesh - GAME OVER
« on: January 01, 2018, 01:03:48 am »

Welcome Bay12
to
IRON BEHEMOTHS


The date is January 1st, 1951. 

Two years ago, the Geneva Conventions were signed by your nation.  The restrictions set the technological pace of current warfare back thirty years.  Among the articles we were forced to sign was the outlawing of treaded and wheeled vehicles, aircraft, and even fully automatic weapons.  The bitter combat we’ve fought with Nogrania has ground to an unwelcome stalemate.  It is only recently that the Geneva Conventions have been revealed to be anything but iron-clad; already the Super Powers of the world seek to circumvent the very agreements they’ve pledged to uphold!  Although those pledges still carry weight, we can not sit idly by whilst our enemy works to destroy us.  It is only by cruel necessity that we must seek to gain the upper hand through clever designs and technologies that will not violate the Conventions, but still continue the bitter task of war.  Use your cunning and technical prowess to defeat Nogrania, for the nation of Toskesh cannot rest knowing our neighbor to the south still exists!

Here, you will join the nation of Toskesh in a war against Nogrania. However, your job is not to fight or command, but to design weapons of war!
This Arms Race is designed as an alternate history off-shoot from WWII inspired by both Iron Harvest and a proposal made by Sensei in the Arms Race discussion thread, wherein the nations of the world decide to band together to make war too infeasible to wage.  Obviously we know war is inevitable, which is where you come in.  Your job is to design weapons for the Glorious nation of Toskesh, all of which obey the Geneva Conventions to the letter.  War is Bad, of course, which is why we need to end it as soon as possible!

It is the Spring of 1951, in the Pacific Ocean of the Northern Hemisphere.
Spoiler: Backstory (click to show/hide)
Toskesh is a former Chinese colony.  They speak Mandarin Chinese, are stationed in the Frozen Swamps to the North, are Communist, use the Metric System and feature a Oligarchy known as the High Council.

The game will be primarily played in this thread, but discord channels are available.
The Nogrania Strategic Command is open to players from Nogrania.
The Toskesh Strategic Command is likewise open to players from Toskesh.
The United Nations Peace Negotiations is an optional place where you can communicate peacefully with the enemy nation and work to achieve a peaceful resolution to this vicious war, and also hurl insults at the enemy.
The Recruitment Center is where you will join either Nogrania or Toskesh, giving you access to their discord channel.
Click here to join the discord!



The Rules:


Preamble:
The rule system is shamelessly ripped from Sensei’s Intercontinental Arms Race game.  If you haven’t read it, feel free to look it over whenever you get the chance.  It's definitely worth the read.

Turns:
The game is played in turns, which are broken up into phases. During each turn you will design new technology and revise it. Each turn represents one season - or three months - and there are four turns each year: starting in Spring, then progressing to Summer, Autumn, and Winter.
The Design Phase is your biggest phase, where you design a new technology. Simply write a proposal, or vote on an existing one - you only get one design each phase. Remember to include your votes in a quote box for easy counting, as I will always pick the most recently updated vote box for writing the design phase. You will then see the results of your design, based on a die roll and a difficulty which I assign (see difficulty, below).
The Revision Phase is your opportunity to fix problems or make changes to your existing designs. This works like the design phase, but the changes you can make are smaller (see difficulty, below). You can also attempt to reverse-engineer enemy designs, if you have gained ground in a theatre where the design which you want to reverse-engineer was fought.  As a general rule of thumb, attempting new designs (as opposed to modifying existing designs) through Revision will result in +1 difficulty or more, depending on whether it’s an attempt at something you’ve never done before.
The Strategy Phase is where your team votes on up to two territories to attempt to advance this year and pick where to deploy your National Effort designs and War Heroes (see map, below).  You can only advance in territories you pick; if your opponent picks a territory you didn't but your side still wins, you will not advance.
The Battle Phase is when you wait to see your Battle Report. I will write a summary of the fighting which demonstrates how effective your new technology is, and where your armies will gain or lose ground. Once the battle report is posted, the turn is over and the next one begins.

Once you understand these basics, you can skim some of the other, more detailed rules.

Resources and Expense:
Spoiler (click to show/hide)
The Map:
Spoiler (click to show/hide)
Economic Development Track:
Spoiler (click to show/hide)
Team Bonuses: You will choose one of these!
Spoiler (click to show/hide)
Armor:
Spoiler (click to show/hide)
Naval Advantage:
Spoiler (click to show/hide)
Design Difficulty:
Spoiler (click to show/hide)
Designs:
Spoiler (click to show/hide)
Design and Revision Rolls:
Spoiler (click to show/hide)

« Last Edit: June 20, 2018, 10:46:47 pm by evictedSaint »
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evictedSaint

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Re: Arms Race: Iron Behemoths - Toskesh [NEW!]
« Reply #1 on: January 01, 2018, 01:04:11 am »

Credits:
Spoiler (click to show/hide)
Geneva Conventions
Spoiler (click to show/hide)
The United Nations:
Spoiler (click to show/hide)

Turns List:
Combat Phase 1:   1951 - Spring
Combat Phase 2:   1951 - Summer
Combat Phase 3:   1951 - Autumn
Combat Phase 4:   1951 - Winter
Combat Phase 5:   1952 - Spring
Combat Phase 6:   1952 - Summer
Combat Phase 7:   1952 - Autumn
Combat Phase 8:   1952 - Winter
Combat Phase 9:   1953 - Spring
Combat Phase 10: 1953 - Summer
Combat Phase 11: 1953 - Autumn
Combat Phase 12: 1953 - Winter
Combat Phase 13: 1954 - Spring
Combat Phase 14: 1954 - Summer
END GAME

GET READY!
Before the war can restart anew, you must choose which unique resource you will use, what color your faction will be, and most importantly you have one design and revision (and a bonus Research Assistance credit and Analysis credit) to use before the war starts - choose wisely!

Behavior: Important, Read This!
Spoiler (click to show/hide)
« Last Edit: June 20, 2018, 10:47:05 pm by evictedSaint »
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evictedSaint

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Re: Arms Race: Iron Behemoths - Toskesh [NEW!]
« Reply #2 on: January 01, 2018, 01:04:37 am »

Starting Equipment:

While the second World War advanced technology quite rapidly across the globe, the relatively isolated island-continent of Serouda didn’t enjoy many of the advancements that the superpowers of the world received.  Your armory is quite outdated, even before a large chunk of it was declared illegal by the UN.  While your governments won’t permit your armed forces to use illegal weaponry, they will remain in your inventory to represent your technological advancements and give some idea of what your engineers are capable of.

Toskesh Military
Spoiler (click to show/hide)
« Last Edit: January 02, 2018, 04:27:06 pm by evictedSaint »
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evictedSaint

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Re: Arms Race: Iron Behemoths - Toskesh [NEW!]
« Reply #3 on: January 01, 2018, 01:04:58 am »

Obsolete/Illegal Equipment
Spoiler (click to show/hide)
« Last Edit: February 08, 2018, 02:10:04 am by evictedSaint »
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Thanatos Russ

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Re: Arms Race: Iron Behemoths - Toskesh [NEW!]
« Reply #4 on: January 01, 2018, 01:06:45 am »

Chairman Mao did nothing wrong.
Wheels and treads banned you say? No fixed wing airplanes? No machine guns or landmines?

Well obviously that leaves walkers as one of remaining mobility options.
Decades ahead of our time but simce when did that stop us Leaping Forward?

The Mao Walker is the four legged alternative to our old tanks. It is aiming at being a proof of concept. Lightly armed and armoured, it is controlled by electric signals from the cockpit. Several crew will be needed. No expense to be spared. Hopefully the engineers can build something that can sort of work!

We expect to have an exception battle walker fleet in five turns!

Quote
Mao walker Mk1
(1): Thanatos Russ[/quote]
« Last Edit: January 01, 2018, 05:27:11 am by Thanatos Russ »
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Taricus

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Re: Arms Race: Iron Behemoths - Toskesh [NEW!]
« Reply #5 on: January 01, 2018, 04:05:20 am »

ZQ-51 Amphibious Battle Tank: The ZQ-51 is Toskesh's first proper foray into hovercraft, and mating it with the chassis of the existing tank.

Armoured enough to resist a 'Sunrise' AP shell on both the front and the sides to make it easily able to survive high-speed manoeuvres, which when combined with the powered turret of the tank makes it particularly lethal against the enemy, enabling it to easily do away with scores of enemy infantry, and their tank should they risk deploying it.

The most innovative parts of the tank is the fact that rather than relying on legs, treads or wheels, it rests on a cushion of air contained by a flexible (And thick) rubber skirt, and propelled by a pair of large fans at the rear of the vehicle. Coupled with the fact that it's powered by a pair of new turboshaft engines which power the vehicle, The ZQ-51 is expected to be particularly faster than our old tank or indeed any other tank in service, regardless of propulsion.

After Analysis, the drafts were reformed to scrap the heavier armour and turret, effectively making the design a hovering Wuhan tank.

Quote from: Votebox
Team Colour:
Navy Blue (1): Taricus

Team Bonus:
-Titanium (1): Taricus

Design:
-ZQ-51 Amphibious Battle Tank (1): Taricus
--Use Research Assistance Credit (1): Taricus
--Use Analysis Credit (1): Taricus
« Last Edit: January 02, 2018, 09:33:51 am by Taricus »
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Shadowclaw777

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Re: Arms Race: Iron Behemoths - Toskesh [NEW!]
« Reply #6 on: January 01, 2018, 05:11:15 am »

Quote from: Votebox
Team Color:
Navy Blue (1): Taricus
Crimson Red (1): Shadowclaw

Team Bonus:
Titanium: (2): Taricus, Shadowclaw

Design:
-ZQ-51 Amphibious Battle Tank (2): Taricus, Shadowclaw
--Use Research Assistance Credit (2): Taricus,Shadowclaw
--Use Analysis Credit (2): Taricus, Shadowclaw
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Thanik

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Re: Arms Race: Iron Behemoths - Toskesh [NEW!]
« Reply #7 on: January 01, 2018, 06:51:32 am »

Quote from: Votebox
Team Color:
Navy Blue (1): Taricus
Crimson Red (2): Shadowclaw, Thanik

Team Bonus:
Titanium: (2): Taricus, Shadowclaw
Manganese (1): Thanik

Design:
-ZQ-51 Amphibious Battle Tank (2): Taricus, Shadowclaw
--Use Research Assistance Credit (2): Taricus,Shadowclaw
--Use Analysis Credit (2): Taricus, Shadowclaw
-Withhold for the time being (1): Thanik

So I'ma join my glorious metric brothers. Glory to the people! Expect an entry today-ish.
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Jilladilla

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Re: Arms Race: Iron Behemoths - Toskesh [NEW!]
« Reply #8 on: January 01, 2018, 07:58:43 am »

I'm in on the Hovertank theme. Not sure if we should blow the Analysis Credit yet though. For the metal... Titanium would be the better armor material probably, with our weight restrictions, but uh... Engines; anyone know engine metallurgy? This concludes my very distracted and as always Sleep Deprived comments.
Quote from: Votebox
Team Color:
Navy Blue (1): Taricus
Crimson Red (2): Shadowclaw, Thanik

Team Bonus:
Titanium: (2): Taricus, Shadowclaw
Manganese (1): Thanik

Design:
-ZQ-51 Amphibious Battle Tank (3): Taricus, Shadowclaw, Jilladilla
--Use Research Assistance Credit (2): Taricus,Shadowclaw
--Use Analysis Credit (2): Taricus, Shadowclaw
--Don't use the Credits (1): Jilladilla
-Withhold for the time being (1): Thanik
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Glory to United Forenia!

If you see a 'Nemonole' on the internet elsewhere, it's probably me

Blood_Librarian

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Re: Arms Race: Iron Behemoths - Toskesh [NEW!]
« Reply #9 on: January 01, 2018, 11:15:33 am »

We need, need cobalt.

Why do you ask?

Mirrors. Mirrors used in laser weapons.

Laser weapons aren't illegal, and they could be every bit as deadly as a bullet gun.


EW-1027 Macro Missile Launcher "Agrarian"
THis is a man portal infantry weapon, which is a semi-automatic weapon. When the trigger is pulled once, a missile is fired from an internal magazine is propelled from the tube via a burst of compressed gas, the missile will then activate, firing off its internal solid fuel rocket and then accelerating dumbly towards the enemy. An average individual should be able to carry both the weapon and 15 rockets, and the internal magazine of said rocket launcher should be able to hold 3-5 rockets, depending on the craftsmanship of the final design. The rockets are intended to be used on infantry,  there are three types of rockets used.
1. High Explosive.
2. Incendiary.
3. Fragmentary.

High explosive is a non-priority and could be dropped if time constraints disallow it. Incendiary rockets are to never be used in situations that violate the Geneva conventions but are otherwise free to use in combat against enemy combatants, as the Geneva conventions od does not restrict incendiary weapons use against military targets. Fragmentary rockets are the primary use of the weapon, and production of rockets for deployment should follow a 1/2/5 (1 HE, 2 Incendiary, 5 Fragmentary) pattern in which these amounts are deployed to the field.


Quote
Team Color:
Navy Blue (1): Taricus
Crimson Red (2): Shadowclaw, Thanik, Blood_Librarian
Team Bonus:
Titanium: (2): Taricus, Shadowclaw
Manganese (1): Thanik
Cobalt (1): Blood Librarian
Design:
-Agrarian (1):Blood_Librarian
-ZQ-51 Amphibious Battle Tank (3): Taricus, Shadowclaw, Jilladilla
--Use Research Assistance Credit (2): Taricus,Shadowclaw
--Use Analysis Credit (2): Taricus, Shadowclaw
--Don't use the Credits (1): Jilladilla
-Withhold for the time being (1): Thanik
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TheFantasticMsFox

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Re: Arms Race: Iron Behemoths - Toskesh [NEW!]
« Reply #10 on: January 01, 2018, 01:13:11 pm »

Quote
Team Color:
Navy Blue (2): Taricus, TFF
Crimson Red (3): Shadowclaw, Thanik, Blood_Librarian
Team Bonus:
Titanium: (3): Taricus, Shadowclaw, TFF
Manganese (1): Thanik
Cobalt (1): Blood Librarian
Design:
-Agrarian (1):Blood_Librarian
-ZQ-51 Amphibious Battle Tank (4): Taricus, Shadowclaw, Jilladilla, TFF
--Use Research Assistance Credit (3): Taricus,Shadowclaw,TFF
--Use Analysis Credit (2): Taricus, Shadowclaw
--Don't use the Credits (1): Jilladilla
-Withhold for the time being (1): Thanik
« Last Edit: January 01, 2018, 01:42:52 pm by TheFantasticMrFox »
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Jilladilla

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Re: Arms Race: Iron Behemoths - Toskesh [NEW!]
« Reply #11 on: January 01, 2018, 01:50:49 pm »

I believe I haven't voted on the color yet. Let's not be the stereotypical Commie Red yeah? Are we the sort to blindly follow others? No? Good.
Quote
Team Color:
Navy Blue (3): Taricus, TFF, Jilladilla
Crimson Red (3): Shadowclaw, Thanik, Blood_Librarian
Team Bonus:
Titanium: (3): Taricus, Shadowclaw, TFF
Manganese (1): Thanik
Cobalt (1): Blood Librarian
Design:
-Agrarian (1):Blood_Librarian
-ZQ-51 Amphibious Battle Tank (4): Taricus, Shadowclaw, Jilladilla, TFF
--Use Research Assistance Credit (3): Taricus,Shadowclaw,TFF
--Use Analysis Credit (2): Taricus, Shadowclaw
--Don't use the Credits (1): Jilladilla
-Withhold for the time being (1): Thanik
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Glory to United Forenia!

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Tomasque

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Re: Arms Race: Iron Behemoths - Toskesh [NEW!]
« Reply #12 on: January 01, 2018, 04:12:11 pm »

ZQ-51 Amphibious Battle Tank: The ZQ-51 is Toskesh's first proper foray into hovercraft, and mating it with the chassis of the existing tank.

Armoured enough to resist a 'Sunrise' AP shell on both the front and the sides to make it easily able to survive high-speed manoeuvres, which when combined with the powered turret of the tank makes it particularly lethal against the enemy, enabling it to easily do away with scores of enemy infantry, and their tank should they risk deploying it.

The most innovative parts of the tank is the fact that rather than relying on legs, treads or wheels, it rests on a cushion of air contained by a flexible (And thick) rubber skirt, and propelled by a pair of large fans at the rear of the vehicle (The turret being mounted so as to not be able to fire at/through the fans). Coupled with the fact that it's powered by a pair of new turboshaft engines which power the vehicle, The ZQ-51 is expected to be particularly faster than our old tank or indeed any other tank in service, regardless of propulsion.
I like the idea of hovertanks, but making our tank hover is in and of itself a big leap. Why are we also changing the armor and weapon structure of the design? I think that if we just made our old tank hover, and either removed the machine gun or made it operate by hand crank, we'd be able to make a functional tank with a higher chance of success and within a quicker timeframe. Afterwards, we'd move on to your design, which would now be easier to make.
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Taricus

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Re: Arms Race: Iron Behemoths - Toskesh [NEW!]
« Reply #13 on: January 01, 2018, 04:46:54 pm »

Because we'll need the engines to effectively propel the vehicle, and the armour + powered turret are the only significant changes outside of that; the main armament is the same as the Wuhan.
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Tomasque

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Re: Arms Race: Iron Behemoths - Toskesh [NEW!]
« Reply #14 on: January 01, 2018, 05:48:33 pm »

Because we'll need the engines to effectively propel the vehicle, and the armour + powered turret are the only significant changes outside of that; the main armament is the same as the Wuhan.
I know. I'm just wondering why we're making any significant changes other than making it a hovertank with the engines to suspend it. I believe that it would be more beneficial for us to design my simple version first, then  design your version based off of it. Here's my reasoning:

 Building a hovertank alone seems like a "Very Hard" design, which has a 5/6 chance of making any similar designs "Hard" from then on (although these odds may be lower), which will mean we'll be able to make your version afterward fairly easily, at a 3/6 chance if we're willing to accept a minor bug. However, if we go straight for your design in one turn, then we'd be making a hovertank out of our original tank, but also adding extra armor and the powered turret - which in turn will mean the hover engine will have to be stronger to take that extra weight. I'm afraid that because of that our design would be considered "Extremely Hard", which means it will only ever succeed with a moderate or severe bug. It could still be used as a stepping stone technology, but it would make that design "Very Hard" next turn, instead of making it "Hard" like my idea would. Lastly, even if you believe that my idea making similar designs "Hard" would make your design "Very Hard" because of the stretch, therefore meaning that your idea is better (as it doesn't rely on an initial 5/6 success), there is still one reason why my idea would be better: There is a chance for my stepping stone tank to succeed with no or minor bugs, making it feasible for actual use while we wait for your design, while the best success we could have if we rush your design this turn is a product with moderate bugs. A hovertank that could be used in combat on our first turn would be very important, even if it wouldn't be as good as the final design, because we could easily run across complications while trying to create the final design, and without anything in the field for a while we would be exposed.

 Anyway, I hope you understand my argument. I feel it's important to reiterate that my argument relies on your design being "Extremely Hard" while my design is "Very Hard", but that is an assumption I believe is likely true.
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