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Author Topic: Arms Race, OOC [Completed] Now with Arms Race III, against another forum!  (Read 233709 times)

evilcherry

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Re: Arms Race, OOC
« Reply #1815 on: August 28, 2015, 09:03:04 pm »

((With the game having to end within a few turns, is this really necessary here? Chill guys.))

Playergamer

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Re: Arms Race, OOC
« Reply #1816 on: August 28, 2015, 09:06:00 pm »

I don't see what's so bad about this, guys. Why are you all jumping on Andres?
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Execute/Dumbo.exe

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Re: Arms Race, OOC
« Reply #1817 on: August 28, 2015, 09:07:51 pm »

I don't see what's so bad about this, guys. Why are you all jumping on Andres?
I just thought the comment was a bit harsh for a Forum Game dispute over a Minor treaty that wasn't really going to change much.
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IronyOwl   But Kyuubey can more or less be summed up as "You didn't ask."
15:52   IronyOwl   Whereas Dungbeetle is closer to "Fuck you."

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Re: Arms Race, OOC
« Reply #1818 on: August 28, 2015, 09:08:44 pm »

I don't see what's so bad about this, guys. Why are you all jumping on Andres?
I just thought the comment was a bit harsh for a Forum Game dispute over a Minor treaty that wasn't really going to change much.
Not really, we've been saying plenty like that to each other over the whole game, that isn't much worse.
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Baffler

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Re: Arms Race, OOC
« Reply #1819 on: August 28, 2015, 09:17:49 pm »

I don't see what's so bad about this, guys. Why are you all jumping on Andres?
I just thought the comment was a bit harsh for a Forum Game dispute over a Minor treaty that wasn't really going to change much.
Not really, we've been saying plenty like that to each other over the whole game, that isn't much worse.

Yeah really, I do the same thing every so often.
but leave it to the arsetotzkan pigs to take it too far. Moskurg best country. Remove RPG from the premises.
« Last Edit: August 28, 2015, 09:23:23 pm by Baffler »
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Andres

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Re: Arms Race, OOC
« Reply #1820 on: August 28, 2015, 09:24:49 pm »

I don't see what's so bad about this, guys. Why are you all jumping on Andres?
I just thought the comment was a bit harsh for a Forum Game dispute over a Minor treaty that wasn't really going to change much.
Being harsh over a minor treaty is certainly in-character for Arstotzka and Moskurg. I didn't mean it as insults to the players themselves.
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Execute/Dumbo.exe

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Re: Arms Race, OOC
« Reply #1821 on: August 28, 2015, 09:33:55 pm »

Ah, alright, sorry, I get pretty sensitive about this stuff.
*Chzchh*Call off the thought police, false alarm, false alarm.*Chzchh*
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IronyOwl   But Kyuubey can more or less be summed up as "You didn't ask."
15:52   IronyOwl   Whereas Dungbeetle is closer to "Fuck you."

Sensei

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Re: Arms Race, OOC
« Reply #1822 on: August 28, 2015, 11:20:31 pm »

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Warning - while you were typing 22 new replies have been posted. You may wish to review your post.
I've not read all these! If something important happened, I'll get to it later.

1932 Army Status

Arstotzka's army now contains the following:
Spoiler (click to show/hide)
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Re: Arms Race, OOC
« Reply #1823 on: August 28, 2015, 11:21:31 pm »

Moskurg's army now contains the following:
Spoiler (click to show/hide)
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Sensei

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Re: Arms Race, OOC
« Reply #1824 on: August 28, 2015, 11:22:14 pm »

Propaganda!
Some American engineers are seeking a wealthier employment designing weapons in Forenia, to get away from the Great Depression. Under cover of darkness, they flee across the ocean southward. They know only that Forenia has two nations which both are constantly producing weapons, and so will join the nation with the best propaganda made before the 1933 Battle Report, and will grand a Design Credit.

1932 Battle Report

This is the edited version of the report. Compared to the original, Moskurg radio improvements do not give them a significant advantage of Arstotzkans who already had cheap radios, and the Bumblebee is more effective against ground targets.

This year, Arstotzka built their new AS-HF-32, a turbo powered fighter plane specialized for the role. Aside from being fast and maneuverable, it's armed with two cannons, two machine guns, and optional new extra fuel tanks occupying bomb mounts. It can climb past the AS-1931-HAFB. Arstotzka also improved their parachute rigging, so that their paratroopers can be armed with rifles. Moskurg, seeking to counter Arstotzka's new bombers, build the Bumblebee AT/AA gun. It includes fuzed flak rounds and most of all, a targeting calculator which can set fuzes and help gunners predict the lead on the target. It can be aimed at the ground as well, although that doesn't really take advantage of these features. Moskurg also improved the manufacturing process used for their vacuum tubes, making the model 3 radio cheap. Aircraft and tanks are relatively easy to fit with it.

The war in the air is upset by Arstotzka's new fighter, as well as Moskurg's flak. The AS-HF-32 is by a good margin the best fighter in the skies. Its turbo engine well outperforms the AS-HF-24 as well as the Yellowjacket. This new aircraft gives Arstotzka a considerable advantage in dogfighting. Against a Yellowjacket, an HF-32 has a significant advantage in energy fighting, being able to arrive at fights with more speed and escape to higher altitudes before stalling. Its fuel droppable fuel tank system works well, and allows it to move over Moskurg's capitol, but is generally not used because the AS-1931-HAFB doesn't have as much range. However, the Bumblebee AT/AA proves very effective, at least at the AA part. While it's not much better than machine guns when engaging dive bombers at close range, AS-1931 bombers tend to be flying in straight lines at high altitude. A battery of Bumblebees firing together creates a lot of flak up in the air, and can often shoot down AS-1931's before they drop their payload. This does not mean that AS-1931's are not dropping a lot of bombs, but their effect is mitigated and it helps compensate for Arstotzka's fighter superiority. Overall, both sides successfully drop less bombs on their targets than last year. AS-DB's also see some more use, despite having the same cost as the heavier-payload AS-1931. The effectiveness of paratroopers is also impacted by Moskurg's new AA.

In the jungle, soldiers are using all of the same weapons they were last year, with the exception that Moskurg radio operators are now common on the squad level. In general Arstotzka has the advantage, their grenades and MC16's are more effective in close combat. Moskurg flamethrowers have a terrorizing effect on Arstotzkan soldiers, but are most useful in stationary fights such as in forts and emplacements due to their lack of range. Arstotzkan AS-T25's and Moskurg T2 Breakers perform similarly, but the Breakers are outnumbered. However, now most tanks and squads have a Model 3 radio. Models 3's are hastily fitted in (or literally placed inside, with batteries and all) Breakers. When AS-T25 advances on the road are spotted, Breakers fire a couple shots, then flee the scene giving orders for Recoilless Rifle crews to set up a series of ambushes and Arstotzkan tanks give chase. This doesn't make up for Arstotzka's numerical advantage, but now Moskurg roadblocks are regularly augmented with one or more Bumblee guns ready to shoot oncoming tanks, which helps slow Arstotzka's advance, although these are still often lost to infantry combat. Arstotzkan paratroopers heckle Moskurg rear lines, sometimes, but at this point a lot of fighting getting outside Arstotzkan bomber range. Arstotzka does not gain more jungle this year, but Moskurg is barely clinging on. (2/4)

In the mountains, not every Moskurg squad uses a heavy Model 3 radio, because they have a greater impact on mobility. Moskurg's mines are decently protected from air attack, but they are threatened by infantry from the south. Careful and communicative squads using M3 Sorraias and scoped rifles delay Arstotzka's advance, but only a little. Arstotzka again encounters Breaker tanks and SPATs and Bumblebee guns and similar emplacements. Breakers are difficult to kill for Arstotzkan, requiring multiple RPG and mortar hits, partly thanks to Arstotzka's wonky shaped HEAT RPGs. Arstotzka does not take Moskurg's mines. (3/4) Petyr Tavish, an Arstotzkan sniper, is awarded the Glory Cross for achieving fifty-three kills in one year.

In the desert, Arstotzkan troops attempt to march on the plains past Moskurg's eastern city, now in the central desert. The terrain here is dry and rocky, rather than rolling sand dunes, dotted with shrubs and cacti, and a few areas with deep ravines, and cliffs and caves, carved by rivers and streams which go through this dry land towards Moskurg's capitol. Moskurg soldiers know the land well, and generally outmaneuver Arstotzkans due to their intimate knowledge of nature's hidden nooks and crannies here. Moskurg's Breaker tanks and horses engage Arstotzkan T-25's and M17 motorcycles. Some bumblebees are used as portable AT guns, which helps make up for Moskurg's lack of cheap firepower. They have excellent armor penetration with HEAT rounds, but their accuracy suffers due to the sight being poorly design for ground targets, and they cannot traverse quickly when enemy tanks get close. Their lack of any armor also makes their crews high priority targets for snipers. T2 Breakers' small range advantage comes into play again, although the T25 speed advantage can often make this fleeting. Arstotzkan bombers record a lot of kills, but suffer high casualties to anti-air fire. Arstotzkan motorcycles once again clash with Moskurg cavalry, mostly as tank escorts. Moskurg cavalry armed with Hippos can sometimes take out a tank (if they aren't shot first, the visible recoilless rifles make them a priority target), but Arstotzkan motorcycles can't get get much use out of their shaped charges and RPGs. Moskurg's MK-47s used by cavalry are inaccurate but they have a wider arc of aim than sidecar AS-1924 gunners, the two have similar amounts of casualties. Infantry sometimes fight both at long range, and in dark caves and crevices where Moskurg has fortifications. Arstotzkan soldiers are decent at clearing these out, but sometimes can't advance past a flamethrower position, and Moskurg weapons caches remain well hidden. Nobody gains ground, Arstotzka still only holds the east desert.

Each nation's intelligence committee selects a new agent from their stock of learning-disabled citizens, for it is only them they can trust not to learn that they are actually working for a country that neither loves nor cares for them, and defect while abroad. You may PM me to suggest their code name.

That's all for the 1932 turn, you can start correcting my mistakes now! ;)
« Last Edit: August 30, 2015, 03:11:23 am by Sensei »
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Andres

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Re: Arms Race, OOC
« Reply #1825 on: August 28, 2015, 11:40:42 pm »

Our radios are identical to theirs and have been cheap for ages. Why do they get a large bonus to communications all of a sudden?
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Taricus

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Re: Arms Race, OOC
« Reply #1826 on: August 28, 2015, 11:41:36 pm »

We actually designed our tanks to hold one :P
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Playergamer

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Re: Arms Race, OOC
« Reply #1827 on: August 28, 2015, 11:42:35 pm »

It's because yours was Complex when you stole it, and I don't think you ever fixed that, just converted it to inferior metric. If I'm wrong, sue me.
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Andres

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Re: Arms Race, OOC
« Reply #1828 on: August 28, 2015, 11:43:38 pm »

Also, flamethrowers from the 1960s only had a few seconds of burn time, meaning flamethrower strikes needed to be precise and surgical. They can't be used well defensively like they're being used right now.

It's because yours was Complex when you stole it, and I don't think you ever fixed that, just converted it to inferior metric. If I'm wrong, sue me.
Arstotzka sues this Moskurg filth for being wrong. When we designed our computer, it made our radio cheap.
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evilcherry

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Re: Arms Race, OOC
« Reply #1829 on: August 28, 2015, 11:46:35 pm »

Wait, how can our 88mm FlaK copy not outrange every single Astrotzkan weapon on ground?
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