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Dead or not dead?

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Author Topic: Department of Armaments-Weapon Design Game-Dead. Please Lock.  (Read 104516 times)

coleslaw35

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Re: Department of Armaments-Weapon Design Game-First Half 1937
« Reply #735 on: November 14, 2015, 11:28:53 pm »

As soon as I manage to tear myself away from fallout. So, soonish.

Spoiler (click to show/hide)
« Last Edit: November 15, 2015, 06:33:38 pm by coleslaw35 »
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3_14159

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Re: Department of Armaments-Weapon Design Game-First Half 1937
« Reply #736 on: November 15, 2015, 02:54:53 pm »

As soon as I manage to tear myself away from fallout. So, soonish.
Spoiler (click to show/hide)
This is now how I imagine our engineers to look like.

Also, would you mind spoilering this? I'm reloading this page regularly, and I don't like seeing that image every time I do... Thanks!
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Aseaheru

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #737 on: November 15, 2015, 06:30:52 pm »

Fall and Winter of 1937

 With the fighting in Spain coming more to the favor of the Republican forces, the members of the Plokhoy Ostrovian Department of Armaments have continued their work in helping to defeat the forces of Fascism.

 With the lessons learned from the Ray class of submarine and submarine operations off the coast of Spain, the designers this year have set to work on the 'Merlin' class of fleet submarines, intended to operate almost fully underwater and strike almost anywhere.

 The design eventually agreed on, and as built, is a 990 ton craft armed with six torpedo tubes, four forward and two astern, along with two (partially modified for waterproofing) C-AAA-M1935 20mm cannon, mounted aft of the sail. There are also provisions for mounting light machineguns on the sail, and stowage for the same in waterproof compartments below the sails deck. Although the designers attempted to develop a SONAR system for the craft and an electro-mechanical computer, they where unable to at this time due to lack of experience. They have installed a set of hydrophone equipment, and have developed a few electro-mechanical systems for firing torpedoes linked to the periscope.

 The craft has managed to achieve speeds of eighteen knots submerged, and fourteen knots surfaced, and with the new 'snorkel' developed by the engineers it can run submerged for as long as it has the supplies. Sadly, the system does not work well in high seas. The craft also possesses the R-N-M1936, and although it still needs to return to periscope depth to use it atleast it can use it underwater.
Spoiler: Merlin Fleet Submarine (click to show/hide)

 Meanwhile, the electronics team has been set back to work on developing as naval radar system. After a few months of work, they develop the D-R-N-M1937, which has range enough (when test mounted on this years Bychok destroyer) to pickup a submarines periscope at a range of 10km.
Spoiler: D-R-N-M1937 (click to show/hide)

 With the lessons learned from the HiLo and LoGo cannons the Gun design team has set to work on yet another system, a 130mm gun designed for our ships aswell for use for antiaircraft. After some hemming and hawing they develop the C-HMR-M1937 'Hammer' and a carriage for it. Based off of the American 5"/38 cal gun developed for their navy, the gun assembly weighs 13 ton can can launch twelve 25 kilogram rounds at a target in a minute, although the rate of fire should be higher in a naval vessel.
Spoiler: C-HMR-M1937 'Hammer' (click to show/hide)

 Apparently someone was worried about the threat of submarines to surface ships, or the threat to surface ships in general, since thats what most of this seasons designs are about. Huh. Anyways, the Aeronautics and 'Fresh Meat' teams where both put to work on an anti-submarine rocket system that is likely intended to be mounted on our destroyers and corvettes. The end result of their work is the P-R-AS-M1937, or Projector, Rocket, Anti-Submarine, Model of 1937. Bit of a mouthfull. Anyways, the launchers, each holding twenty-four rockets, fire in a ripple, firing the entire set at a time at a point between two- and three hundred meters away. Each rocket consists of a solid rocket booster, a 15kg warhead, and an electronically armed detonator that arms on contact with the water and detonates with contact after that.
Spoiler: P-R-AS-M1937 (click to show/hide)

 And now, construction.

 Construction team one was tasked with expanding the electronics factory, although they where never told what exactly to expand it by. After for winging they added another two production lines.

 Work in the Naval Annex has been working on a new Bychok class destroyer, the Kloun Bychok, simply called the clown. The council is seriously considering replacing the naming convention of naming the class after a family of species and individual ships after individual species. Anyways, the ship is  a bog-standard Bychok, excepting that it has a radar system and a single rocket projector installed.
Spoiler: Kloun Bychok (click to show/hide)

 As the pace of research has been increases rather steadily, work has started on a new engineering complex with design spaces and such facilities as watertanks and windtunnels, all being built in the town on Ostrov Derev'ya (the one with all the trees). They also built a radar system there, mostly for testing.

 And moving swiftly on, we reach what the council has been up to. After a fair number of debates they have approved the request to acquire a number of the Browning Machine Gun, Cal. .50, M2, HB, Flexible, better known simply as the M2 Browning. Sadly, the American government has decided to ban the export of these guns to active belligerents, so thats something nasty.

 And now, Spain. Fighting has continued across the nation, with increasing numbers of Italian made tankettes appearing, which also keep exploding nicley as we shoot them. German produced vehicles have also been showing in larger numbers, including some of their new PzKpfw II, which can occasionally kill a POAC. But otherwise the fighting has mostly stagnated.

 But now, Brazil. After nearly two years of preparing, they have attacked. A wave of infantry, disembarking from modified naval vessels, has captured the port on Kholmistyy Ostrov (the southernmost island) and overwhelmed the meager port garrison, and have also captured the islands small mine.
 They have also managed to land a number of 75mm howitzers and 20mm autocannons, which have managed sofar to shoot down one of the seaplanes we have been using to keep tabs on them.
 From what we can tell, they have rounded up most of the islands militia, although we think that some of them have managed to escape into the hills.


Spoiler: Current Requests (click to show/hide)
Spoiler: Personnel (click to show/hide)
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tryrar

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #738 on: November 15, 2015, 08:00:49 pm »

Yipe. Definitely need to stop the invasion ASAP and give Brazil a big enough black eye to make them think twice before trying this again.

My first idea is a large landing craft capable of transporting a POAC plus a squad of troops and equipment(so we can stike at a different part of the island than the port, which would be hard), the 1937 LALC. It should have no more than 3ft draft using twin pontoons so it can handle some rough seas(though it isn't an extended blue water craft by any means), is powered by a single large diesel engine, and has a powered, armored loading ramp and forward cupola with a 20mm gun for AA and ground attack. It shouldn't displace more than 100t at most.

Next is a simple design for a towable floating dock structure that can support POACS driving on it, and is easily anchored to shore by an engineering team, some concrete, and some high strength cable. This system is modular so several docks can be hooked together to produce one dock of sufficient length.

As for actual vehicles, we need an SPG as it'll take too long to get 130mm production up and running(or developing a HiLo carriage) for towed pieces. So I suggest we make an entirely new chassis that can be the base for a tank as well.

Spoiler: 105mm SPG Model 1937 (click to show/hide)

Last thing, simply update our designs on both our corvettes and destroyers to include the new weapons and systems we designed for them.

As for construction: We need 130mm guns ASAP, both to rearm our destroyers with and to provide a decent defense against landing. I propose we build a new 4-line naval warfare factory that not only handles 130mm guns+ammo, it also handles the new ASW system we developed+rockets. Any surplus 130mm guns get installed as defensive emplacements near our factories. (Question, can they come pre-tooled so we start producing immediately?)


Can we also propose that we pull our destroyers back home and blockade the island so that enemy troops can't get resupplied? Our subs will assist.
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coleslaw35

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #739 on: November 15, 2015, 08:01:07 pm »

EDIT: Got ninja'd hard, come on mang.

Quote
with increasing numbers of Italian made tankettes appearing, which also keep exploding nicley as we shoot them.

That made me giggle.

Anyways, good technological achievements! One of the workers from the fresh meat team even gained some knowledge in rocketry.

Now, for the most pressing incident.. How do we plan to get our southernmost island back? I know that as armaments designers we don't get to say what shall be done on the battlefield, but I'm sure we can make suggestions to the council!

How about -at night- we load some infantry onto some of our coastal subs, submerge, travel off the coast of the island, launch some rafts, and quietly paddle to shore. If possible, have our available destroyers on standby to provide coastal bombardment as needed. When ashore, set up a perimeter and wait for more soldiers to come ashore. This may be a silly suggestion, but if we could get some tranquilizers from wherever we can, maybe we could equip some of the troops with them along with their rifles so that if they are ashore and a sentry comes nearby they can neutralize them without making much noise. From there, we launch the offensive, using our destroyers as artillery support and our Baklans for bombing while ensuring our air superiority with our fighters. We should try to do this on a night where the seas are calm. Perhaps we could try to get some POACs ashore as well after a foothold is obtained on the island.


Quote
The overall head of the Armed Forces wonders why you are producing two types of machineguns again

Since when did we produce two different MGs?

Quote
They also wonder about the giant fancy design complex that you dont have the engineers for.
Quote
They like the new stuff, dont get them wrong, but there are only somany sailors, and most of them still work on land.

How about we build a general purpose academy. This will allow us to train some of our populace to be more than just a regular soldier, perhaps even turning them into specialized researchers/designers and much needed sailors.

Hey Pi, can we see the new stocks/production stuff for this turn?
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StrawBarrel

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #740 on: November 15, 2015, 08:09:05 pm »

Construct:
-General Engineering School- No focused specialization for now to hopefully get people trained faster. (ninja'd- Pretty much coleslaw's academy)

Free:
-Allow women to work in factories if they are not already.
-Allow women to become engineers (Personnel).

Acquire:
-Get people to work in our country (propaganda, immigration, refugees (Spanish people, Jewish people, people persecuted by fascist states (Brazil, Italy, Germany, etc.), refugees of any war), or whatever).
----
I not suggesting women to be in the armed forces yet because the Council would probably reject since we're not in dire straits yet.
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Funk

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #741 on: November 15, 2015, 08:21:23 pm »



Now, for the most pressing incident.. How do we plan to get our southernmost island back? I know that as armaments designers we don't get to say what shall be done on the battlefield, but I'm sure we can make suggestions to the council!

How about -at night- we load some infantry onto some of our coastal subs, submerge, travel off the coast of the island, launch some rafts, and quietly paddle to shore. If possible, have our available destroyers on standby to provide coastal bombardment as needed. When ashore, set up a perimeter and wait for more soldiers to come ashore. This may be a silly suggestion, but if we could get some tranquilizers from wherever we can, maybe we could equip some of the troops with them along with their rifles so that if they are ashore and a sentry comes nearby they can neutralize them without making much noise. From there, we launch the offensive, using our destroyers as artillery support and our Baklans for bombing while ensuring our air superiority with our fighters. We should try to do this on a night where the seas are calm. Perhaps we could try to get some POACs ashore as well after a foothold is obtained on the island.


About the coastal bombardment, our Shockwave fast attack crafts have ether 105mm or twin 87mm guns.
Lets use them with there high speed, low draft and small size they can play hit run.
If they can get a few lucky shots or torpedos then we can do major damage.

I'll update the map.
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Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

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Funk

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #742 on: November 15, 2015, 08:33:27 pm »

Here's coleslaw35's map with my scrawling on it.
Spoiler: Map (click to show/hide)

The red line in the projected danger from there artillery.

As you can see the captured port has only two sea channels out.
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Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

Unofficial slogan of Bay 12 Games.  

Death to the false emperor a warhammer40k SG

Aseaheru

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #743 on: November 15, 2015, 08:57:25 pm »

Hey, Coleslaw, can you send me a save of the map so I can better show what areas they hold, since they dont hold all of the island.
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coleslaw35

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #744 on: November 15, 2015, 09:01:24 pm »

Hey, Coleslaw, can you send me a save of the map so I can better show what areas they hold, since they dont hold all of the island.

Certainly, let me go put it onto a filesharing website. Once I do, I'll post a link here in case anyone else would like to play with it too.
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coleslaw35

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3_14159

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #746 on: November 16, 2015, 03:22:35 am »

The Turn:
    - Merlin submarine:
        I really like it. It even includes a subsurface-usable radar!
    - D-R-N-M1937:
        Also very nice. With the ability to pick up periscopes, them attacking a vessel equipped with this becomes far more difficult.
        As for radar information, you can look here: http://pwencycl.kgbudge.com/Table_Of_Contents.htm
        Just search for the term "radar" and pick one. The CXAM1 (being one of the first ones) might be a good model, though I've always imagined it as the SC2.
    - P-R-AS-M1937:
        Excellent! Although the brazilians don't seem to have used submarines yet.
    - Electronics line:
        That's acceptable, though I would've wished for more lines.
    - Kloun Bychok:
        Very nice. I doubt that the side-facing P-R-AS-M1937 will be that useful, but the forward-facing one just increased our anti-sub capabilities from nothing to something.

Brazilian attack:
    Ouch. Should've built port fortifications.
    Okay, first of all: How many infantry have landed? Even an order of magnitude would be nice. Ten, hundred, thousand?
    What's their naval support? Do they have airsupport? (I'm assuming no; there's no airfield anyways)
    My current approach, depending on their actual naval forces, would be to close those two channels using our surface combattants. The new Kloun Bychok will be used as an outlying radar picket, avoiding anything even approaching a fair fight and instead vector our Bychoks towards them. The Merlin class is working as an outlying submarine attack force, killing their resupply ships further away, while the Ray class operates near the coast.
    The effect will be to strongly restrict their supplies, allowing for a decisive advantage during the land fight.
    Depending on the sea-worthiness of the POAC, maybe also transport some over there.




Questions to Aseaheru:
- With us being attacked, do we gain more factory spaces from the Republicans?
- How many troops have attacked Kholmistyy Ostrov?
- How many, and which, naval vessels have been spotted?
- What do our experienced POAC crews think? Can you use the POAC to traverse to the occupied island?


My first idea is a large landing craft capable of transporting a POAC plus a squad of troops and equipment(so we can stike at a different part of the island than the port, which would be hard), the 1937 LALC. It should have no more than 3ft draft using twin pontoons so it can handle some rough seas(though it isn't an extended blue water craft by any means), is powered by a single large diesel engine, and has a powered, armored loading ramp and forward cupola with a 20mm gun for AA and ground attack. It shouldn't displace more than 100t at most.
I like it.

Quote
Next is a simple design for a towable floating dock structure that can support POACS driving on it, and is easily anchored to shore by an engineering team, some concrete, and some high strength cable. This system is modular so several docks can be hooked together to produce one dock of sufficient length.
I don't think it's that necessary, since we can just roll the POACs into fairly shallow water.

Quote
As for actual vehicles, we need an SPG as it'll take too long to get 130mm production up and running(or developing a HiLo carriage) for towed pieces. So I suggest we make an entirely new chassis that can be the base for a tank as well.

Spoiler: 105mm SPG Model 1937 (click to show/hide)
This seems excessively armed for an SPG, and excessively armoured for an artillery piece. I'd prefer a 105mm towed piece/POAC variant. Remember, the Brazilians don't have tanks deployed.

Quote
Last thing, simply update our designs on both our corvettes and destroyers to include the new weapons and systems we designed for them.
Aye.

Quote
The overall head of the Armed Forces wonders why you are producing two types of machineguns again

Since when did we produce two different MGs?
An LMG and an MMG.

Quote
How about we build a general purpose academy. This will allow us to train some of our populace to be more than just a regular soldier, perhaps even turning them into specialized researchers/designers and much needed sailors.
+1

Quote
Hey Pi, can we see the new stocks/production stuff for this turn?
Give me twelve hours or so.
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tryrar

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #747 on: November 16, 2015, 04:15:03 am »

Quote
This seems excessively armed for an SPG, and excessively armoured for an artillery piece. I'd prefer a 105mm towed piece/POAC variant. Remember, the Brazilians don't have tanks deployed.

Tell that to the M7 Priest(which I sort of based this off of) :P. It was based of the M4 after all, and had pretty good armor for an open-topped SPG(not amazing, but it was based of a mdeium tank chassis after all). The beauty is that we can use the same chassis to make a medium tank from this.
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This fort really does sit on the event horizon of madness and catastrophe
No. I suppose there are similarities, but I'm fairly certain angry birds doesn't let me charge into a battalion of knights with a car made of circular saws.

coleslaw35

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #748 on: November 16, 2015, 07:05:12 am »

Quote
an LMG and an MMG

Huh. When did that happen? What even is the MM1937?
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3_14159

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #749 on: November 16, 2015, 08:15:27 am »

Tell that to the M7 Priest(which I sort of based this off of) :P. It was based of the M4 after all, and had pretty good armor for an open-topped SPG(not amazing, but it was based of a mdeium tank chassis after all). The beauty is that we can use the same chassis to make a medium tank from this.
True. On the other hand, it runs into the same issue as our tank designs: We only have low-powered engines available. The POAC, for example, has only half the engine power of the M7. That's why I'd propose the following:
This turn: Design a tank engine (400-500HP). Possibly design a tank gun. Design an artillery carriage and POAC-based SPG for the 105mm.
Next turn: Design a tank.
Afterwards: Modify said tank for SPG use with the 130mm gun.
This'd give us a light field gun/light SPG this turn as an effective stopgap measure, a tank for next turn and a heavy SPG the turn after.

Quote
an LMG and an MMG

Huh. When did that happen? What even is the MM1937?
We have the following machine guns available/in use (and last turn's stock numbers):
- MM1911, the Lewis Gun. No longer being produced. 50 left.
- MM1902, the Madsen MG. Ten thousand bought in 1934. Never produced, 25 left.
- MM1927, the DP-28 MG. 1800 bought in 1934. Is being produced, 480 in stocks.
- MM1934, designed in 1934. Is being produced, 1276 in stocks.
Actually, they're all using the same ammunition, so classifying them as LMG and MMG might be too strong.
Actually actually, looking at the production numbers, the produciton difference between the MM1934 and the MM1927 is only about 190 vs 150. I propose we switch production of the MM1927 to the MM1934.
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