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Author Topic: Refit and Repair 2. Magna Mongadizafra, Spring, 1896, Revision&Refit Phase.  (Read 18052 times)

Scholar Knight

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Re: Refit and Repair 2. Magna Mongadizafra, Spring, 1895, Design Phase.
« Reply #210 on: January 09, 2022, 06:30:00 pm »

Some rough analysis and number crunching, spoilered to conserve space:

PP and Dice assignments will largely depend on what tech we consider worth pursuing first.
Assuming we want to get both Damage Control and Torpedoes out this turn, we'd likely want to invest 1 Dice into Damage control, and 4 Dice into Torps for a total cost of 5 Dice and 14PP. We could shrink that down to 4 dice and 11PP, if we instead do 3 Dice + a Rush dice on the torps. A ship design would cost 4 Dice, so unlikely this turn as we have several projects on the burner that would be of immense help/required for certain ship submissions. Another Dice into MCAD would help keep that project from stalling out, though depending on our strategies these next few turns that may not be as effective right now. Or the final dice can be held on for next turn to continue projects while also starting a new ship design.

If we go the safe route and spend 15PP with no rush on projects, that leaves 5PP. Enough to make a new normal or upgunned CL, or refit the 3 existing ones in repairs to upgunned status.
Delaying a BB would enable the 3 full up-gun refits, room for a new CL, and 2 left over for army funding or bounty on the ship. Or two QFR refits and 2 new CLs.
Delaying two BB would enable us to manage 3 new CLs instead, 2-4 PP on CL refits, and whatever's left from the refits to fund army or place bounty.
There is also the point that we should continue pumping 4PP into the drydock expansion.

Ship delays come down to if we consider more BB or more CLs more important in the distant future. And Upgunning comes down to if we favor the speed of our current CLs or the higher firepower of the AUR variant.


What sort of projects are the rest of you thinking of prioritizing?
« Last Edit: January 09, 2022, 07:52:41 pm by Scholar Knight »
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Scholar Knight

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Re: Refit and Repair 2. Magna Mongadizafra, Spring, 1895, Design Phase.
« Reply #211 on: January 09, 2022, 07:50:54 pm »

A minor addition and change of thought to my previous post: Ship designs take 1d4+/-X seasons to complete.
If we want to design a torpedo boat with the planned SM1895 torpedoes in the same season, and have them ready for production in the same season, we'd probably want to start the Torpedo boat design now, progress the damage control project with 1 dice, and then finish the torpedoes next turn with 3-4 dice. As I expect the Torpedo boat to only take 1-2 seasons to design, thus hopefully lining up with the torpedo design's completion.
This will also give us more time to revise the bugs on the torpedo project.

Furthermore, designing a ship this turn would also provide more PP leeway to build, refit, and not have to delay any BBs.

Ship Proposition:
Quote from: New TB
T-Class Torpedo Boat
Designed for high performance at the cost of low operational endurance, the T-Class Torpedo Boat is fast, nimble, and stings like a bee when outfitted with the SM1895 Torpedos being developed alongside it. Perfect for fast response coastal defense duties, and clearing the distance to unleash their payload, before ideally returning to dock to resupply and restock.

Outfitted with superior Magna Mongadizafra early steam turbines, and negligible hull armor, these vessels are hoped to operate somewhere between 35-30 knots at flank speeds. It will be armed with triple SM1895 torpedo tubes on a detachable mount, and a pair of Quick Fire 3" guns.

Beyond their conventional armaments, each T-class is equipped with a basic search light and a handful of Faro Starshells for night time patrolling and signalling. The vessel's torpedo mount is also intended to be able to be replaced while in-service by a dock's crane, and replaced with a basic mine-rack should orders be given to set up mine fields in the absence of enemies.


Design Phase:
Quote from: SK Design Proposal 1
20 PP remaining, 6 Dice remaining
-4 Dice on New Ship Design: T-Class Torpedo Boat
-1 Dice and 2PP on Project Progress: Wartime Experience Damage Control
-Save 1 Dice to be spent in revision phase to fix the SM1985's bugs involving the warhead exploding and the torpedo sinking too deep.
-This allows us to save 5 PP to be spent on CL refits, 4 PP to be spent on Drydock expansion, and a remaining 9 for other construction, refit, or funding purposes.
Lets us get the T-Class started, fix the torps a bit, and hopefully get good Damage Control. Remaining PP provides enough leeway to build a new CL, or heavens forbid, another BB. Or, only do 4PP worth of refits, 4PP on drydock, and have 10PP for 2 new CLs.

Alternatively:
Quote from: SK Design Proposal 2
20 PP remaining, 6 Dice remaining
-4 Dice on New Ship Design: T-Class Torpedo Boat
-1 Dice and 2PP on Project Progress: Wartime Experience Damage Control
-1 Dice and 3PP on Project Progress: SM1895 Torpedoes
-This allows us to save 5 PP to be spent on CL refits, 4 PP to be spent on Drydock expansion, and a remaining 6 PP for other purposes.
Burns a bit more PP, and puts fixing the torpedoes off till later, but if we think we don't need as much PP this turn for others stuff, this could be a good call. Enough for a CL and throwing a little more funding at the army, or placing a bounty.
« Last Edit: January 09, 2022, 07:56:30 pm by Scholar Knight »
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Scholar Knight

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Re: Refit and Repair 2. Magna Mongadizafra, Spring, 1895, Design Phase.
« Reply #212 on: January 09, 2022, 08:05:35 pm »

I guess I'll also get this started to encourage people to post earlier in the week.

Quote from: Votebox
SK Design Proposal 1 (1) - SK
SK Design Proposal 2 (0)

Favoring the first one more. This way we'll be able to see if the torpedo project will need even more revisions after a first pass of debugging. And if we reduce the amount of refit we do to 4 or less PP, we can afford to work on expanding the drydock and build two more CLs starting this turn. Which would help provide a bit more escort for the huge wave of BB's we plan to have pop out in the future.
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Happerry

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Re: Refit and Repair 2. Magna Mongadizafra, Spring, 1895, Design Phase.
« Reply #213 on: January 09, 2022, 10:01:19 pm »

Quote from: Votebox
SK Design Proposal 1 (1) - SK
SK Design Proposal 2 (1) - Happerry

Personally I'd prefer to take a swing at fixing the torpedoes current issues before progressing on it, given that 'hard to aim from being overly heavy' is just the 'perfect' flaw to combo with 'also does not explode and is likely to miss by going to deep'.
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Madman198237

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Re: Refit and Repair 2. Magna Mongadizafra, Spring, 1895, Design Phase.
« Reply #214 on: January 09, 2022, 11:25:14 pm »

Quote from: Fast Finish
20 PP remaining, 6 Dice remaining
-1 Dice and 2PP on Project Progress: Wartime Experience Damage Control
-2 Dice and 6PP on Project Progress: SM1895 Torpedoes
-2 Dice and 4PP on Project Progress: Marine Corps Artillery Development

This should finish the damage control, might finish the artillery project, and almost certainly won't finish the torpedoes therefore letting us get in a revision before the project is finished hopefully next turn. I'll admit to being tempted to rush the torpedo since it honestly can't get much worse but that's still a bad idea.

On the torpedo boat, obviously I do not like making one at all, the enemy fleet is composed of too many lightweight and heavily armed cruisers that would be very difficult to torpedo successfully, and our cruisers are fast enough to serve in the torpedo role in most circumstances imaginable.

That said, I would make the torpedoes a fixed set of forwards-firing tubes, perhaps mounted to the sides of the boat and let them carry either mines or a couple of light guns (perhaps MGs borrowed from the marines) on the back deck. I'd do either two or four tubes, since that gives you even numbers and a possibility of two salvos. I think for speed you meant 35-40 and not 35-30 knots, by the way. I'd lose the searchlight, if these things are operating at night they need to be as invisible as possible or they're going to die horribly.

Quote from: Votebox
SK Design Proposal 1 (1) - SK
SK Design Proposal 2 (1) - Happerry
Fast Finish: (1) Madman
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Kashyyk

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Re: Refit and Repair 2. Magna Mongadizafra, Spring, 1895, Design Phase.
« Reply #215 on: January 10, 2022, 01:38:06 pm »

I'm gonna be awkward and suggest a fourth option. Assuming our Naval Intellgence is vaguely correct, and that we have actually sunk/crippled half the enemy ships we claimed, then Veenland only has two or three operational ships. We have eleven. This feels like the right moment to maximise our Marine effectiveness and make some serious gains on the ground whilst we can guarantee secure landings for our troops.

Quote from: Marine Support
20 PP remaining, 6 Dice remaining.
- 1 Dice and 2PP on Project Progress: Wartime Experience Damage Control
- 4 Dice and 8PP on Project Progress: Marine Corps Artillery Development

This gives good odds of completing the Artillery, which gives us the chance to finally evict all the "I don't need no Ammo resupply" guerrillas Veenland keeps finding. If we can catch the rest of their fleet it'll probably get rekt, even if it is in even numbers, as our Crusiers should be able to control the engagement with their fantastic speed.
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Madman198237

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Re: Refit and Repair 2. Magna Mongadizafra, Spring, 1895, Design Phase.
« Reply #216 on: January 10, 2022, 11:32:13 pm »

So I would like to recommend not doing four dice on a project that only needs, what, 9 points to finish? That's going to almost certainly waste a die and 2 PP that we could spend on other stuff. Better to be more efficient with dice even when we really want to rush projects to completion.
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Scholar Knight

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Re: Refit and Repair 2. Magna Mongadizafra, Spring, 1895, Design Phase.
« Reply #217 on: January 16, 2022, 06:20:37 pm »

Quote from: Marine Support
20 PP remaining, 6 Dice remaining.
- 1 Dice and 2PP on Project Progress: Wartime Experience Damage Control
- 4 Dice and 8PP on Project Progress: Marine Corps Artillery Development

At the risk of dividing our votes up by even more options, I'll propose another suggestion based off of Kashyyk's idea:

Quote from: SK Design Proposal 3
20 PP remaining, 6 Dice remaining
-1 Dice and 2PP on Project Progress: Wartime Experience Damage Control
-3 Dice and 6PP on Project Progress: Marine Corps Artillery Development
-1 Dice and 3PP on Project Progress: SM1895 Torpedoes

-Reserve 1 Dice to be spent in revision phase to fix the SM1985's bugs involving the warhead exploding and the torpedo sinking too deep.

CL refits actually only cost 1 PP in either capacity, so the amount we need to save is actually 2 instead of 5. 4 PP to be spent on Drydock expansion, and a remaining 3 for other construction, refit, or funding purposes.

The idea with this strat is it (likely) gets us the damage control which we need, advances progress on torps while also providing time to revise them, and gives us good chances of completing the Arty without risking an unnecessary dice spent on it. While I'd like to get them out, I agree with Madman that spending 4 to go from 74% to 94% is a little bit too little for how it could advance the torps instead.

With this, we could have our deployment turn be based on how these results shake out. If the MCAD passes this turn, then we can stack our entire navy in one sector and push a ton of landing ships to get lots of progress on that warscore (likely east, considering the amount of islands we have to work through).
And if it doesn't pass, we can go with my initial plans of spreading the CLs around and have them each performing raiding duties while the enemy is incapable of fielding enough ships to stop them, to get more funding for ourselves and deprive the Veenlanders of getting theirs.


Quote from: Votebox
SK Design Proposal 1 (0) -
SK Design Proposal 2 (1) - Happerry
Fast Finish: (1) Madman
Marine Support (0) -
SK Design Proposal 3 (1) - SK
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Happerry

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Re: Refit and Repair 2. Magna Mongadizafra, Spring, 1895, Design Phase.
« Reply #218 on: January 17, 2022, 05:34:02 am »

Quote from: Votebox
SK Design Proposal 1 (0) -
SK Design Proposal 2 (0) -
Fast Finish: (1) Madman
Marine Support (0) -
SK Design Proposal 3 (2) - SK, Happerry

Changed my vote due to it being pointed out in discord my vote and my logic conflicted.
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Kashyyk

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Re: Refit and Repair 2. Magna Mongadizafra, Spring, 1895, Design Phase.
« Reply #219 on: January 17, 2022, 07:04:14 am »

It hits most of my concerns, so I'll support it
Quote from: Votebox
SK Design Proposal 1 (0) -
SK Design Proposal 2 (0) -
Fast Finish: (1) Madman
Marine Support (0) -
SK Design Proposal 3 (3) - SK, Happerry,  Kashyyk
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piratejoe

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Re: Refit and Repair 2. Magna Mongadizafra, Spring, 1895, Design Phase.
« Reply #220 on: January 25, 2022, 02:24:03 am »

Spring, 1895, Design Phase.
Wartime Experience Damage Control (1 die spent. 0 rushed)

2+6=8

While it was a bit close for comfort, the training program implementing the new damage control techniques was finished just in time and implemented. Of course, the actual training will take a bit of time but soon enough more or less everyone on board will know how to fix pumps and properly repair holes in the ship to a standard acceptable for sailing until reaching drydock. It should be noted however that the training granted by the program will still require time given to it that, unless working up times are extended, will cut into the gunnery practice. But better our ships survive than have them lost under the waves for good.

Marine Corps Artillery Development (3 die spent. 0 rushed)

5+2+3+6=16

Thanks to our heavy investment, all caliber of howitzers have been properly designed and already a number of the final prototypes and initial production run models are being sent off to our marine detachments. Specifically for support companies. The Army can get some too eventually, but obviously it's our gun and we'll prioritize our marines first. It's not like the army matters much anyway after all. That aside, it'll take some time to supply most of our marines and even longer for the army given the fact that the guns are still a bit costly due to some complexities with the design and materials required. But this isn't too much of an issue really. At least, not in our eyes. After all, if there's two things one could argue we have too much of it's money and time. Though, they'd be wrong about the first of course, but the second...Well given the hiding we gave Veenland...

Sevitava Motorworks SM1895 Torpedo (1 die spent. 0 rushed)

6+1=7

Despite only a modest investment into the torpedo, work on the design had progressed considerably. of course, this hasn't exactly fixed the myriad of problems that the design currently has but at the very least it has proven that it works...Even if not often. Progress honestly has gone far far faster than expected for better or worse and likewise for better or worse even this isn't enough to finish the project. Surely those issues will be fixed before the torpedo is delivered to our sailors though. After all, those in charge of armaments wouldn't just ignore such major and vital flaws, now would they? At least, not without telling them about it's major issues anyway...



It is now the Revision and Refit phase of Spring, 1895. You have 1 die remaining to spend on Revisions and Refits, or save for next turn.

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Spoiler: Ships (click to show/hide)

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Madman198237

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Re: Refit and Repair 2. Magna Mongadizafra, Spring, 1895, Revision&Refit Phase.
« Reply #221 on: January 28, 2022, 07:00:32 pm »

Quote
SM1895b Torpedo
The SM1895 is a fine torpedo, or it would be if the designers hadn't made mistakes in every category of torpedo functionality. We've revamped the contact fuse to ensure that it detonates properly on contact, examined the depth-keeping system for bugs and fixed them, and finally we've worked to shave weight off the triple mount where possible, and where not we've just...built it properly? I mean, it's not like it's hitting some fundamental limitations on engineering or anything. It's an unarmored trio of low-pressure tubes on a post, on a turntable, after all. We can just build it as if it's meant to be a triple torpedo launcher that weighs as much as a triple torpedo launcher, and not a triple torpedo launcher that weighs as much as a double torpedo launcher or whatever the previous goal was.

At least the bugs are all relatively easy to fix, especially the weight problem.
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Scholar Knight

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Re: Refit and Repair 2. Magna Mongadizafra, Spring, 1895, Revision&Refit Phase.
« Reply #222 on: January 28, 2022, 07:28:43 pm »

Basic R&R plan:
-1 Dice on SM1895b Torpedo
-1 PP on refiting Labienus to AUR status

Save remaining 8 PP and 0 Dice for Production Phase

Quote from: boatbox
Revision& Refit Phase:
Basic R&R Plan (1) - SK
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Kashyyk

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Re: Refit and Repair 2. Magna Mongadizafra, Spring, 1895, Revision&Refit Phase.
« Reply #223 on: January 29, 2022, 03:29:13 am »

Let's go....

Quote from: boatbox
Revision& Refit Phase:
Basic R&R Plan (2) - SK, Kashyk
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m1895

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Re: Refit and Repair 2. Magna Mongadizafra, Spring, 1895, Revision&Refit Phase.
« Reply #224 on: January 29, 2022, 04:03:10 am »

Quote from: boatbox
Revision& Refit Phase:
Basic R&R Plan (3) - SK, Kashykk, m1895
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