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Author Topic: Arms Race: Iron Behemoths - Nogrania - GAME OVER  (Read 50488 times)

SamSpeeds

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Re: Arms Race: Iron Behemoths - Nogrania - Turn 13, Spring 1954
« Reply #570 on: May 08, 2018, 07:33:47 am »

Quote from: Votes
NAF-RLP-54 "Bartender 19" (2) : Man of Paper, SamSpeeds
NAF-RLP-54 "Bartender 7" (1) : Happerry

More rockets means more winning! WOOOOO!
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Kashyyk

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Re: Arms Race: Iron Behemoths - Nogrania - Turn 13, Spring 1954
« Reply #571 on: May 08, 2018, 07:41:53 am »

Quote from: Votes
NAF-RLP-54 "Bartender 19" (3) : Man of Paper, SamSpeeds, Kashyyk
NAF-RLP-54 "Bartender 7" (1) : Happerry
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stabbymcstabstab

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Re: Arms Race: Iron Behemoths - Nogrania - Turn 13, Spring 1954
« Reply #572 on: May 08, 2018, 10:03:40 am »

Quote from: Votes
NAF-RLP-54 "Bartender 19" (3) : Man of Paper, SamSpeeds, Kashyyk
NAF-RLP-54 "Bartender 7" (2) : Happerry, Stabby
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Long Live Arst- United Forenia!
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Contemplate why we have a sociopathic necrophiliac RAPIST sadomasochist bipolar monster in our ranks, also find some cheese.

10ebbor10

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Re: Arms Race: Iron Behemoths - Nogrania - Turn 13, Spring 1954
« Reply #573 on: May 08, 2018, 11:42:14 am »

Quote from: Votes
NAF-RLP-54 "Bartender 19" (4) : Man of Paper, SamSpeeds, Kashyyk,10ebbor10
NAF-RLP-54 "Bartender 7" (2) : Happerry, Stabby
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evictedSaint

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Re: Arms Race: Iron Behemoths - Nogrania - Turn 13, Spring 1954
« Reply #574 on: May 09, 2018, 12:49:53 am »


NAF-RLP-54 "Bartender 19": The Gin na Tonic is a fine piece of theftsmanship, but there's something to be said for home-made stuff. Hence we have created the Bartender Rocket Launcher Pod: rockets, quite similar to those used in the Gin na Tonic- slightly smaller diameter, 2.75" instead of 3.15"-, loaded into a pod of nineteen (arranged hexagonally)- launched one at a time, of course. These pods may be mounted on Tornado hardpoints (for a maximum of 114 rockets per copter), or can be attached to other vehicles, such as our tank walkers and ships, where they may be used as rudimentary AA or backup weapons.


Normal Difficulty: 3

The NAF-RLP-54 "Bartender 19" is a rocketpod designed to be attached to helicopters; the rather exposed nature of the pod, along with the shorter range, means it's not really useful for ground-based weapons platforms.  That being said, it's excellent for our Tornado Heavy Attack Helicopter.  The rockets are necked down to 2.75" and loaded in groups of 19 into pointed, aerodynamic pods that can be attached to most hardpoints.  The rather bulky size means only four can be mounted to the Tornado's hardpoints at any one time, giving the helicopter a depressingly small load of only 76 rockets. 

The Gin na Tonic remains Complex - due to the relative scarcity of walkers on the battlefield, this isn't a huge issue.

NUKE9.13

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Re: Arms Race: Iron Behemoths - Nogrania - Turn 13, Spring 1954
« Reply #575 on: May 09, 2018, 03:22:00 am »

Quote from: Straturgy
Attack the
Swamps:
Badlands: (1) NUKE9.13
Fjords:
Sea: (1) NUKE9.13

Rename the NAF-A/PST-54 "Blindman" to the NAF-PST-54 "Blindman": (1) NUKE9.13
We aren't geared up to attack the Swamps yet, they have the naval advantage in the Fjords- the only sensible lanes are the Badlands and the Sea.
And since the Blindman as it stands is not an Active/Passive Sonar Torpedo but rather just a Passive Sonar Torpedo, the name should reflect that.
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Happerry

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Re: Arms Race: Iron Behemoths - Nogrania - Turn 13, Spring 1954
« Reply #576 on: May 09, 2018, 07:31:18 pm »

Quote from: Straturgy
Attack the
Swamps:
Badlands: (2) NUKE9.13, Happerry
Fjords:
Sea: (2) NUKE9.13, Happerry

Rename the NAF-A/PST-54 "Blindman" to the NAF-PST-54 "Blindman": (1) NUKE9.13
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stabbymcstabstab

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Re: Arms Race: Iron Behemoths - Nogrania - Turn 13, Spring 1954
« Reply #577 on: May 10, 2018, 10:37:07 am »

Quote from: Straturgy
Attack the
Swamps:
Badlands: (3) NUKE9.13, Happerry, Stabby
Fjords:
Sea: (3) NUKE9.13, Happerry, Stabby

Rename the NAF-A/PST-54 "Blindman" to the NAF-PST-54 "Blindman": (1) NUKE9.13
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Long Live Arst- United Forenia!
"Wanna be a better liberal? Go get shot in the fuckin' face."
Contemplate why we have a sociopathic necrophiliac RAPIST sadomasochist bipolar monster in our ranks, also find some cheese.

evictedSaint

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Re: Arms Race: Iron Behemoths - Nogrania - Turn 13, Spring 1954
« Reply #578 on: May 13, 2018, 05:53:23 pm »

Combat Phase
Spring 1954
Turn 13

Nogrania is still short on TC this turn, and has stopped their import of an Oil resource.

Technological Developments

For their design, Nogrania has put out the NAF/PST-54 "Blindman".  It's a torpedo which makes use of two piezoelectric quartz hydrophones to passively detect noise, as well as a simple guidance package that deflects the rudder towards whichever side has the higher sound level.  This detection system engages after 500 yards and will steer the torpedo towards any noise-generating device in the water.  The electrical engines are rather under powered, but it can slowly catch up to most ships.   Running out of fuel before catching the target is a very real possibility. The Red Herring can carry two tubes on either side, and an optional three-tube turret can replace one of the guns on the Herald.  A timer detonates the torpedo after a fixed period of time, presumably to pre-emptively prevent claims of war crimes.

For their revision they have developed the NAF-RLP-54 "Bartender 19".  It is a rocketpod designed to be attached to helicopters, and is an excellent addition to the Tornado Heavy Attack Helicopter.  The rockets are necked down to 2.75" and loaded in groups of 19 into pointed, aerodynamic pods that can be attached to most hardpoints.  The rather bulky size means only four can be mounted to the Tornado's hardpoints at any one time, giving the helicopter a depressingly small load of only 76 rockets. This load-out increases the cost of the Tornado by 1 Oil.


Nogrania Military
Spoiler (click to show/hide)



Toskesh has entered into the world of transistors with their new Dragonfly radio!  It's lighter than a vacuum-tube radio, allowing soldiers to carry it without sacrificing piece of their kit.  Toskesh has begun blasting static on all channels other than their own.  The development of transistors is rather difficult, making the Dragonfly radio [Complex].

For their revision, Toskesh has upgraded their artillery to the 150 mm Shǎndiànzhàn Naval Cannon, which replaces the humble 50 mm's on their ships.  The Tange's double-turrets are reduced down to single turrets to make room for the upgrade, and the new gun is also deployed in the field...though the heavy nature of the gun and their reliance on horses and sleds means it is exceedingly difficult to get into place.

Toskesh Military
Spoiler (click to show/hide)

evictedSaint

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Re: Arms Race: Iron Behemoths - Nogrania - Turn 13, Spring 1954
« Reply #579 on: May 13, 2018, 05:53:43 pm »

Combat Report

Nogrania has elected to push the Badlands and Eastern Seas.
Toskesh has elected to push the Badlands and Eastern Seas.



Combat in the Mountains

The mountains are fairly pleasant this time of the year, with babbling brooks full of freshly-melted snow and light, cool rains.  All's quiet, for now.

Nogrania maintains their hold on the Mountains and generates +1 to their Economic Development Track.



Combat in the Badlands

In the Badlands, Nogrania's new rocketpods are deadly.

With flat open terrain and nowhere to hide, the Tornado is able to perform strafing runs that devastate swaths of land.  Like Toskesh's rocket artillery, the attacks are deadly and extremely effective, but have the added bonus of being more precisely placed.  The smaller rockets aren't as effective against armor, but the clustered explosions are able to damage limbs and external hardware and render the walkers immobile. 

Toskesh's new 150 mm naval cannon sees deployment here as well, but only in static defensive emplacements.  The guns are too heavy to quickly move into place, meaning leap-frog artillery tactics aren't as effective.  Moving up through the artillery fire is brutal for Nogranian troops, who must rely on their Tornado's to knock out the artillery nests before they can safely bring their own equipment into place.  The new rocketpods increase the cost enough that they're Expensive, but those Tornados that do have the pods are more than a match for their Xīwàng counterparts.  An ammo load of 76 smaller rockets is more effective than 8 larger rockets in air-to-air combat, and a single rocket from either side is enough to put the other down.

Toskesh's new Dragonfly radio's are well-liked by infantryman who have to carry them, but the attempt to blast static on all channels except Toskesh military ones runs into trouble.  When in range of their AM radio's, Nogranian forces simply switch to the only non-static channels available - Toskesh's.  Confusion reigns on the battlefield as Chinese overlaid with English clogs up the last available channels. It's slightly worse for Nogrania, who must recoordinate the channel switch each and every time before having even the chance to reconnect lines of communication, but this is a very slight advantage for Toskesh.

In the end, Nogrania's heavier air support is enough to put them in the lead.

Nogrania has pushed north and gained a section of the Badlands!



Combat in the Fjords

Spring in the Fjords sees the few remaining civilians in the area planting crops and tentatively planning for harvest.  Otherwise, all's quiet on the ragged fingers of land to the east.

Neither side pushes the Fjords this turn.



Combat in the Eastern Seas

Toskesh's new 150 mm guns are extremely effective, giving their ships the punch they've been lacking.  In a straight fight between a Herald and a Dogbite, Toskesh now has the lead.  Nogrania makes good use of their new Blindman torpedoes, mostly through use of their Red Herrings.  Brave sailors pilot their Herrings close and launch their tubes, sending forth torpedoes that track down enemy ships.  Incoming Herring's are enough to make Toskesh sailors turn their boats around and go flank-speed ahead in an attempt to out-run the guided torpedoes - on occasion this will work, moreso if the crew is able to get out of the torpedoes search cone or baffle it with multiple ships.  A last-ditch effort is to shut off the engine and turn hard, in hopes that the sudden lack of noise will cause the torpedo to miss.

As it turns out, the helicopter tenders Toskesh fields are one of the most effective tools they have against this new weapon.  The ability to field Xīwàng's over the ocean gives them a first-strike against Red Herrings, allowing them to drive the boats away or force them to launch their torpedoes early.  Even then, Toskesh still loses ships to the underwater weapons.  Despite this setback, the heavy and well-equipped Yange and the better-armed Dogbites, combined with their superior air support, allows Toskesh to win battles on the seas more often than not - though usually with some pretty stiff losses.  Warrent Officer Lin ZengKang is awarded recognition for personally securing the destruction of five Red Herrings during Toskesh's push south.

Toskesh has pushed south and gained a section of the Eastern Seas!

End Game:
As tensions between America and the Russians grow regarding nuclear weaponry, both nations have begun pushing harder for a decisive conclusion to the war in Serouda.  To this end, both sides have been given two Research Assistances each, as well as a  Design, Revision, and Resource Credit.  Your nations strategic military reserves have been released, putting your full force into the battle and allowing victory to advance the frontline anywhere from 1 to 5 sections, depending on how well your side does in a specific lane.

(I've given this a lot of thought.  Interest has been waning, and rather than let this linger on or end unfinished as so many other Arms Races have, I'd prefer to give this a definitive ending.  I've made some pretty crippling mistakes in running and designing this game (some obvious and some not), and I hope you guys will forgive me for it and understand why I'm ending Iron Behemoths this way.  Thanks for sticking around this long.)

Other News:
World news grows heated as the US and USSR square off.  War - Nuclear War - seems imminent.  A start-up company in the US unveils a new "vault" system, designed to protect the occupants against the dangers of nuclear war.  Tens of thousands sign up within weeks.  A man named Elvis Presley records two songs "Casual Love" & "I'll Never Stand in Your Way" in a Memphis recording studio for $4.  USS Nautilus, the first nuclear-powered submarine, is launched on the Thames River in Connecticut.  The first Church of Scientology is established in Los Angeles, California.  A mass vaccination against Polio with the Salk vaccine occurs, giving exactly none of the recipients autism.



Theatre Progress:
Spoiler (click to show/hide)

EDT Progress:
Spoiler (click to show/hide)
« Last Edit: May 14, 2018, 08:29:30 am by evictedSaint »
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Kashyyk

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Re: Arms Race: Iron Behemoths - Nogrania - Turn 14, Summer 1954
« Reply #580 on: May 13, 2018, 06:04:40 pm »

If we want to keep pushing the sea, we should get our own helicopter tender. Otherwise I'd suggest either a hover tank (to fit into the empty cavalry tank roll) or another artillery walker to match the Tokeshi 150mm.
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Man of Paper

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Re: Arms Race: Iron Behemoths - Nogrania - Turn 14, Summer 1954
« Reply #581 on: May 13, 2018, 06:09:24 pm »

I mean if we're at endgame I think we should pool our collective knowledge into the creation of a bipedal combat walker. Ultimately I think that's what we were going to work towards anyway in some form or another. We have two designs and two revisions with the credits, which I think should be enough for us to come up with an effective less than National Effort Liberty Prime. Win or lose I enjoyed this very much, and I think we should finally pop in some wunderwaffen. I don't care if we lose, so long as we try to go out in style. This game is titled Iron Behemoths, let's send it off proper.

I'm not sure if something larger, like MechWarrior mechs, would be easier to do, or if a smaller design like a Tau Battlesuit would see better success. I'll work on a design for both and post it in a bit.


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evictedSaint

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Re: Arms Race: Iron Behemoths - Nogrania - Turn 14, Summer 1954
« Reply #582 on: May 13, 2018, 06:27:34 pm »

I'm gonna be pretty generous for this last turn, so go nuts.

Happerry

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Re: Arms Race: Iron Behemoths - Nogrania - Turn 14, Summer 1954
« Reply #583 on: May 13, 2018, 06:31:47 pm »

Liberty Prime would be, well, just prime in my opinion. Also want to do a giant bomber blimp if possible. Anyone else think that'd be fun?
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NUKE9.13

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Re: Arms Race: Iron Behemoths - Nogrania - Turn 14, Summer 1954
« Reply #584 on: May 14, 2018, 06:24:04 am »

Hmm. One of our designs should be a submarine to secure the seas. Our other design should be designed with the Swamps in mind.

Alternatively, we could make both designs swamp weapons, and hope to end the game in one fell swoop this turn. But that seems risky, since if we don't do anything, they are guaranteed to make progress at sea- and the loss of TC could be pretty bad.
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Long Live United Forenia!
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