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Author Topic: Arms Race, Moskurg: 1935 Production  (Read 97348 times)

Devastator

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Re: Arms Race, Moskurg: 1921 Production
« Reply #585 on: July 31, 2015, 05:43:36 pm »

that's sweet.

So what can be done in the production phase?
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Happerry

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Re: Arms Race, Moskurg: 1921 Production
« Reply #586 on: July 31, 2015, 05:51:43 pm »

Nothing much, the Production Phase is better known as the 'hurry up and wait for the lazy, slow, and dim people of Arstotzka to finally decide what to build, allowing the honorable game master to start the war phase' Phase.
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Forenia Forever!
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tryrar

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Re: Arms Race, Moskurg: 1921 Production
« Reply #587 on: July 31, 2015, 05:56:21 pm »

Nothing much, the Production Phase is better known as the 'hurry up and wait for the lazy, slow, and dim people of Arstotzka to finally decide what to build, allowing the honorable game master to start the war phase' Phase.

Actually, we're just waiting on sensei, we already decided what to do. Be prepared to die filthy Moskurgers! :P
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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.

Sensei

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Re: Arms Race, Moskurg: 1921 Production
« Reply #588 on: July 31, 2015, 06:10:55 pm »

Yeah, I'm hoping to update before dinner, but there's good odds that I wont. In that case, update will be probably around 1 AM pacific.
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Taricus

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Re: Arms Race, Moskurg: 1921 Production
« Reply #589 on: July 31, 2015, 06:15:30 pm »

Basically how we deploy stuff. And anything else we can think off.

Gift the ambassadors a breeding pair of Moskurgan tigers on behalf of the nation, with the understanding that they'll be put in the london zoo.

Hold a memorial for Husayn, praising the ace's dedication to the nation. Also invite the ambassadors to this.

Start placing pintle mounted weapons around the train depots and stations on the mountain, and on flatbed cars (It's basically gun on pole, should even need a revision for that.) with about 4 brumbies, and two stallions a car.

Start construction of concrete fortifications in the jungle, and attempt making a small landing strip capable of servicing a squadron of Hornets. That should help us hold the line there. Use the trucks to start pulling what resources they can, with a preference on oil at the moment.

Start making bombing runs with the newfound ubiquity of the Hornet. Let's see how Arstotzka likes having their mines bombed! (Aim for the train tracks primarily while the trains are in motion. It's be hilarious to see their fall off a cliff or something especially with all that ore.
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Happerry

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Re: Arms Race, Moskurg: 1922 Design
« Reply #590 on: August 01, 2015, 04:33:58 am »

Right, we need to come up with a way to counter their shiny new autocannon cars. Any bright ideas or should we try to invent an autocannon car of our own? Or just use our revision phase to uparmor our Smashers enough to be resistant to autocannon fire, but we might not be able to afford that if that bumps them up a cost rating. They only need to need one additional Ore before hitting 'very expensive' by my count and that wouldn't be a good thing at all.

Of course, since we aren't actually getting the jungle resources, they're about to have a major air advantage again. We're in for some tough times it seems.
« Last Edit: August 01, 2015, 04:43:16 am by Happerry »
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LordSlowpoke

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Re: Arms Race, Moskurg: 1922 Design
« Reply #591 on: August 01, 2015, 05:21:43 am »

let's make a lander

and land troops in their capital

nobody expects the moskurgian sealions

e: everyone expects the moskurgian sealions, heh

* LordSlowpoke stares
« Last Edit: August 01, 2015, 05:27:20 am by LordSlowpoke »
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Devastator

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Re: Arms Race, Moskurg: 1922 Design
« Reply #592 on: August 01, 2015, 05:43:43 am »

The armoured cars have short range.

It's time for a rocket launcher.

I vote we either design a 2" DP AA/AT gun, or a PIAT.

I hunk the PIAT would win us the jungle, but it we go with that, we need the rev phase to win the plains.  If we go with the DP gun, the rev phase should be to build an airfield in the jungle.
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Taricus

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Re: Arms Race, Moskurg: 1922 Design
« Reply #593 on: August 01, 2015, 06:08:56 am »

Better yet, our own actual AT cannon. Bonus points if we can also revise the Smasher to use it whilst also giving it RHA.

2.2 inch Cannon.

A purpose-built anti-tank weapon, designed to counter enemy armour. A short-barreled cannon built with recoil compensation and a vertical slide breach the cannon also comes with two types of shell; the ubiquitous HE, and the new steel core AP rounds.

We NEED the AT weapon, they will win if we cannot counter their armour easily.
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Happerry

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Re: Arms Race, Moskurg: 1922 Design
« Reply #594 on: August 01, 2015, 06:29:05 am »

We're also about to take a bollocking from the sky, given that our current 'about the same amount' of aircraft is going to turn into 'lots less aircraft on our side'.

Still, an Anti-Tank Rifle/Gun is better then anything I can think of.

I'd like to suggest using our revision to come up with a variant of the Model 1 Biplane that drops the radio and turns the craft into a dedicated interceptor. It only costs two Oil, so we'll actually be able to produce enough of them to matter, and taking out the big heavy radio should turn it into a nicely maneuverable little craft. Hopefully the weight gain from dropping the radio will also let us replace it's Brumby with a Stallion, but even if not we're really going to need some sort of aircraft we can produce at the same rate they're going to be pumping out their own aircraft.
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LordSlowpoke

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Re: Arms Race, Moskurg: 1922 Design
« Reply #595 on: August 01, 2015, 06:38:09 am »

what if we take a page out of the germans' books and try to get a flak 41 going

who cares it's a 30s-40s thing, we're moskung

we're making it happen
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Devastator

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Re: Arms Race, Moskurg: 1922 Design
« Reply #596 on: August 01, 2015, 06:52:08 am »

* Devastator cries as yet another design phase goes by without any infantry weapons.

We don't need it that big to deal with heavy anti-tanks, as they aren't anywhere close to heavy tanks, and maintaining AA capabilities is really sweet.  it could be towed.

I'm thinking that the revision phase could be used to create camo tarps for the desert.  Then we can hide infantry in slit-trenches and such, and blow away the cars with the .60 cal rifle or a PIAT.  We'd win in the jungle, and hold on in the desert.  Next round we can then hard-counter them with a good new gun, and have concealment for our next tank.
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Kashyyk

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Re: Arms Race, Moskurg: 1922 Design
« Reply #597 on: August 01, 2015, 07:04:36 am »

Thunder Flak 3 inch - effectively an oversized rifle firing 3 inch time fused HE shells (designed to detonate with a contrasting colour to the sky for ease of targeting). The gun is a semi automatic breech loader with a crew of four (Gunner, spotter,  two loaders). The time fuse can be set manually by one of the loaders. The gun has a 360 degree field of fire, allowing it also fire at ground targets if needed. Main requirements: high muzzle velocity, high RoF.

The timed fuse means that near misses may also cause damage, so we are no longer required to get a direct hit.
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Taricus

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Re: Arms Race, Moskurg: 1922 Design
« Reply #598 on: August 01, 2015, 07:19:53 am »

The thing is though, is that we have NOTHING dedicated to knocking out armour, and that's what's killing us. We need smaller artillery capable of punching through their armour. Concealment isn't an issue at this phase as they have armoured vehicles that can go around unharmed by ours.

We need a weapon that can punch through their frontal plates. The AA stallions are doing an admirable job holding off their air power. The air power is a concern, but we can hold on that front given the amount of AA we have. But we have NOTHING for dealing with their tanks.
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Ghazkull

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Re: Arms Race, Moskurg: 1922 Design
« Reply #599 on: August 01, 2015, 07:27:23 am »

What we need is a StuG or a Hetzer...

so +1 on the purpose-built anti-tank cannon and the camo-nets for ambush purposes. If possible we should immediately mount the Anti-Tank on the Smasher or the Spat Chassis..
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