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Author Topic: If Bay 12 was a fortress Part 3: RETURN OF THE CHAOS  (Read 236001 times)

Paddywagon Man

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Re: If Bay 12 was a fortress Part 3: RETURN OF THE CHAOS
« Reply #3885 on: June 29, 2017, 08:30:48 pm »

Paddywagon Man, the merchant, has just arrived at Cheesevolcanoes. He's heard a lot of strange things about them, but reckons he can at least make a profit off the strange dwarves from another dimension.

Two Rutherers pull his wagon, filled to the brim with wares. He's brought some weapons that he picked up on the cheap from a human city, a great deal of cheese, and enough leather and cloth to outfit a mountainhome.

Of course, he's a shrewd trader, and won't part with his goods without proper payment. He's a Competent Marksman, and has brought eight dwarven mercenaries along with him as caravan guards.
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MoonyTheHuman

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Re: If Bay 12 was a fortress Part 3: RETURN OF THE CHAOS
« Reply #3886 on: June 30, 2017, 02:49:19 am »

After contemplentation, Moony considered the possibility of reinventing the electric trolley in this world. He will spend what time he can designing, gathering materials for, and building a concept run for this.
(( These trolleys, not the ones intended for transporting a person. And in this case, moony will be exchanging batteries for fixed railing, likely in the form of copper bars embeded into the floor, one for positive, one for negative. ))


!!☼((perfect steam engines))☼!!
(( I dont think carrying lots of water around would be efficient :P ))
((trains!))
((you want rails. Trains are efficient on rails, and it's not a big problem to have a spare wagon of water/coal))
((but muh uniqueness))
((Fine. i give in))
Scratch the previous action.
Work with Gwolfski *if possible* on trains for the caverns

Asin

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Re: If Bay 12 was a fortress Part 3: RETURN OF THE CHAOS
« Reply #3887 on: July 01, 2017, 10:09:54 pm »

(How do I join?)

Amperzand

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Re: If Bay 12 was a fortress Part 3: RETURN OF THE CHAOS
« Reply #3888 on: July 01, 2017, 10:17:41 pm »

{By deciding upon a reasonable and/or interesting persona and starting to do stuff. Unfortunately, I was the one updating it, and am more or less done with the project for reasons of real life and lack of inspiration}
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Muh FG--OOC Thread
Quote from: smirk
Quote from: Shadowlord
Is there a word that combines comedy with tragedy and farce?
Heiterverzweiflung. Not a legit German word so much as something a friend and I made up in German class once. "Carefree despair". When life is so fucked that you can't stop laughing.
http://www.collinsdictionary.com

MoonyTheHuman

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Re: If Bay 12 was a fortress Part 3: RETURN OF THE CHAOS
« Reply #3889 on: July 03, 2017, 02:12:03 am »

(( Why not pass on ownership? I'd take over if you like. And yes, i know of the 'GM houldnt have a character' thing, and woud likely obey it in some fasion ))

Amperzand

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Re: If Bay 12 was a fortress Part 3: RETURN OF THE CHAOS
« Reply #3890 on: July 03, 2017, 02:13:52 am »

{I'm open to the idea of letting somebody take over.}
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Muh FG--OOC Thread
Quote from: smirk
Quote from: Shadowlord
Is there a word that combines comedy with tragedy and farce?
Heiterverzweiflung. Not a legit German word so much as something a friend and I made up in German class once. "Carefree despair". When life is so fucked that you can't stop laughing.
http://www.collinsdictionary.com

MoonyTheHuman

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Re: If Bay 12 was a fortress Part 3: RETURN OF THE CHAOS
« Reply #3891 on: July 03, 2017, 02:48:46 am »

{I'm open to the idea of letting somebody take over.}
see your pms.

Gwolfski

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Re: If Bay 12 was a fortress Part 3: RETURN OF THE CHAOS
« Reply #3892 on: July 03, 2017, 09:07:25 am »

Oh, wonderfull!
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MoonyTheHuman

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Re: If Bay 12 was a fortress Part 3: RETURN OF THE CHAOS
« Reply #3893 on: July 03, 2017, 09:28:22 pm »

Question to all, because amperzand redirected me:

Would you all be ok with/like me becoming the new GM in place of Amp?

chaotic skies

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Re: If Bay 12 was a fortress Part 3: RETURN OF THE CHAOS
« Reply #3894 on: July 04, 2017, 04:48:27 pm »

Sure, I wouldn't mind that at all. So long as Amp passes on all notes, obviously :P
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Amperzand

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Re: If Bay 12 was a fortress Part 3: RETURN OF THE CHAOS
« Reply #3895 on: July 05, 2017, 02:34:58 am »

{I don't even have notes haha. This probably caused a few problems, but I can explain the general direction I was taking.}
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Muh FG--OOC Thread
Quote from: smirk
Quote from: Shadowlord
Is there a word that combines comedy with tragedy and farce?
Heiterverzweiflung. Not a legit German word so much as something a friend and I made up in German class once. "Carefree despair". When life is so fucked that you can't stop laughing.
http://www.collinsdictionary.com

chaotic skies

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Re: If Bay 12 was a fortress Part 3: RETURN OF THE CHAOS
« Reply #3896 on: July 05, 2017, 10:39:50 am »

<<Eh, notes aren't required. Good for your sanity though, or so I've heard.>>
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Amperzand

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Re: If Bay 12 was a fortress Part 3: RETURN OF THE CHAOS
« Reply #3897 on: July 06, 2017, 01:41:50 pm »

{Okay, you know what? I'm going to write up an update of sorts. I'm not going to bother with narrative styling for this one, because for one thing you're probably all fairly tired of my shenanigans, and for another this is a fairly OOC sort of an update anyways.}

Your current situation is this:

Your fortress is a natural bastion, effectively immune to siege as a result of overwhelmingly rough terrain, radioactive contamination, lack of edible organics in the area, and your own military capabilities. Assuming a lack of enemy air power or long-range heavy bombardment, you don't need to worry about defense.

You know a massive war is developing, one in which even the gods may suffer casualties. As far as you know, you posess the most advanced technology in the setting, with the capabilities necessary to develop artillery, automatic weapons, aircraft, and tanks up to a level consistent with perhaps Earth's 1920s, although your industrial production is limited.

You are an ideal industrial site due to available coal, varied metal ore, and an active hydroelectric power plant. You also have access to a vein of uranium ore, so if you want to develop some kind of nuclear capability, whether it be power plants of some sort or weapons, you have the basic resources necessary.

You have been ordered by the Dwarfish Government, which resides in the Mountainhome, to equip and train a Battalion of dwarves to the best of your abilities.
Your current population can be considered to consist of four groups:

First, yourselves, the Administration. This consists of approximately 150 people whose individual capabilities are worth taking into account. Engineers, scientists, military leaders, diplomats, and thaumaturgists, with a core of generic administrative personnel and about fifty soldiers, who can be considered your special forces and personal guard.

Secondly, the Workforce. This consists of 750 craftsdwarves and bulk workers, who will do the bulk of any actual manufacturing, mining, and so on.

Thirdly, the Battallion you are currently under orders to equip. This consists of 1000 conscripted dwarf peasants. They posess uniforms and basic discipline training, but no weapons or specific military training. Your goal is to arm them as well as possible.

And last but not least, the Guard. These are 500 elite dwarf soldiers from the Mountainhome, under the command of the appointed local Lord. Their equipment is medieval in origin, platemail, swords, crossbows, and etcetera, but they are extremely skilled in the use of these and in medieval styles of warfare. They can be used however you see fit, assuming you can convince their NPC commander that it's a good idea. A good alternative use for them would be to provide NCO-type small scale leaders, with some modernization training, for the Battalion conscripts.

Your material resources can be, at this point, considered effectively inexhaustible. You can produce more or less whatever you need by the time you're able to make the equipment to use it.

Your time, however, is not. You know you have approximately nine months before it will be necessary to put whatever military forces you have available by that time into frontline use, either against an incoming invasion or in the cause of entering the warzone to tip the outcome of events in the favor of your species.

Therefore, you need to decide what scheme of armament you will equip the Battallion with, what sort of command staff and training you will give them, and what sort of support equipment you will produce to aid them.

The least you can give the Batallion without angering the Mountainhome is basic muskets and Napoleonic-era training and so on, but this will likely not be adequate on its own to significantly affect the coming war.

The technologies you currently have are electrical generators, motors and lights, combustion and thermal engines to quite a high level of advancement due to an ARTIFACT book explaining the means of their production, dynamite explosives, white phosphorus incendiaries, black and smokeless varieties of gunpowder, any kind of firearm between single-shot muskets and crude automatic weapons, artillery guns in various sizes and roles, and small zepellin airships.

Example scenarios:
To focus entirely on heavy equipment development and produce only very crude weapons for the Batallion, leaving you with a thousand dwarf musketeers and a large force of tanks and aircraft.
To dedicate your capabilities to the production of nuclear technology, leaving you with, again, basic musketeers, but the ability to obliterate any particularly great foes or enemy strong points with bulky, hard-to-deploy kiloton-yield atomic devices.
To focus on infantry equipment, giving you a force armed with simple automatic rifles, varied light explosives, mobile heavy machine guns, and other equipment up to the level of the late 1940s, but minimal supporting technology.
To develop a balanced development scheme, leaving you a main force equipped with basic cartridge rifles and small specialist groups with machine guns, explosives and so on, supported by perhaps several artillery guns and a few aircraft, with steam or other combustion-powered vehicles for logistics and possible armor support.
To assemble a core of those who show thaumaturgic promise, augmenting a slightly smaller group of conventionally-armed units with a force of minor sorcerors.

You are not limited to the options or technologies I have described here, but need to make a decision and begin production and training.
I will assist by helping you decide how much of your available time any given project or production will use.

Also, since I know you're going to be curious, you do already know how to manufacture very basic nuclear weapons, the problem is figuring out how to practically produce useful quantities of fuel, given your almost complete lack of precision production capabilities. Your only current means of doing so would be to dedicate all available magical resources to effectively using telekinetic shenanigans and ESP to directly separate different isotopes of uranium for all the available time, while using your industrial capability to produce the shells in which to put the fuel.
Assuming you manage things well, it is possible to both produce one or two small nuclear devices in addition to properly equipping the Battallion.

You can also attempt to gather and utilize the fallount and other remnants of the dead demigod which so damaged the outside of the fortress. This would provide you with various thaumaturgic insights, in addition to large quantities of potentially interesting radioactive material.


Discuss.
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Muh FG--OOC Thread
Quote from: smirk
Quote from: Shadowlord
Is there a word that combines comedy with tragedy and farce?
Heiterverzweiflung. Not a legit German word so much as something a friend and I made up in German class once. "Carefree despair". When life is so fucked that you can't stop laughing.
http://www.collinsdictionary.com

chaotic skies

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Re: If Bay 12 was a fortress Part 3: RETURN OF THE CHAOS
« Reply #3898 on: July 06, 2017, 02:03:17 pm »

I think we should go with a balanced approach. Defense and offense against large groups of enemies, aerial support and scouting, a few specialist teams with explosives to destroy fortifications. We can use ground vehicles to move large quantities of ammunition, supplies, and troops quickly, as well as quickly relay messages. We could also benefit from one to two armor units, both to center our forces around and to send enemy forces into disarray.

Spoiler: amp (click to show/hide)
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Gwolfski

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Re: If Bay 12 was a fortress Part 3: RETURN OF THE CHAOS
« Reply #3899 on: July 06, 2017, 03:28:07 pm »

We also need a nuke
but yeah, mostly what chaotic skies said
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