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Which team did you play in the last game?

Glorious Arstotzka
- 17 (16%)
Glorious Moskurg
- 13 (12.3%)
Ingloriously Didn't Play
- 76 (71.7%)

Total Members Voted: 106


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Author Topic: Intercontinental Arms Race: Finale  (Read 590984 times)

Taricus

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Re: Intercontinental Arms Race: Summer 1941 (Strategy Phase)
« Reply #4005 on: June 18, 2017, 03:14:38 pm »

A cruiser with a decent AA battery combined with proximity fuzes would make a fine AA ship; and would help our carriers out significantly by reducing the Cannalan air advantage; they can't keep us out of the air, or bomb our ships, if they're shot down.
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Sheb

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Re: Intercontinental Arms Race: Summer 1941 (Strategy Phase)
« Reply #4006 on: June 18, 2017, 03:24:02 pm »

As 10ebbor10 said before, the nature of the game is that design stacks. We made progress when we added a new kind of design to our roster (Because a good carrier is a small improvement on a meh carrier, but a meh carrier is huge over no carrier). Large gunship is something we're missing, which is proven to be effective given how Cannala is kicking us and is easy to make.
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Khan Boyzitbig

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Re: Intercontinental Arms Race: Summer 1941 (Strategy Phase)
« Reply #4007 on: June 18, 2017, 03:28:02 pm »

An AA cruiser (or AA/AS) would be helpful in all areas, sure a vicky will beat one or three or more, but we can shred anything that dares come close (even their precious BC will die at point blank if we stick enough Dakka on it). Certainly won't hurt to have it.
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evictedSaint

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Re: Intercontinental Arms Race: Summer 1941 (Strategy Phase)
« Reply #4008 on: June 18, 2017, 03:29:33 pm »

my point is that we don't HAVE the tech to make a meaningful advancement with a gunship.  We'll produce a smaller, weaker version of what they have already.  The report will be "Forenia puts out a new ship.  It does a decent job of screening the carriers, but Cannala's sea mines, AA ships, PT boats, Battleships, and Naval General means they still have a Major Naval Advantage."

This is why we should focus on getting working tech in other areas.  The Overcompensator was a good start, and our floundering attempt to link radar to targeting was an unfortunate miss but a good decision.  I don't think we have the tech yet to warrant putting out a cruiser, because it won't have the effect we want it to.

10ebbor10

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Re: Intercontinental Arms Race: Summer 1941 (Strategy Phase)
« Reply #4009 on: June 18, 2017, 03:30:31 pm »

The problem, as I said earlier, is that experience stacks too.

And it matters more, resulting in Cannalan designs being too good to beat.

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Sheb

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Re: Intercontinental Arms Race: Summer 1941 (Strategy Phase)
« Reply #4010 on: June 18, 2017, 03:39:24 pm »

Well, we'll see this turn, but I'm 90% sure that, Ice Giant or not, we need to do better at sea.
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Taricus

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Re: Intercontinental Arms Race: Summer 1941 (Strategy Phase)
« Reply #4011 on: June 18, 2017, 03:45:21 pm »

We do have the tech to make a meaningful gunship: It's job is as a screen so the carriers can worry about the bigger targets without having to divert CAG to targets that a cruiser could feasibly deal with.

Capital ships don't work well without escorts.
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Sheb

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Re: Intercontinental Arms Race: Summer 1941 (Strategy Phase)
« Reply #4012 on: June 18, 2017, 03:48:19 pm »

I think a big ship trumps a cruiser for two reasons: A) There is less overlap between that and our current level of destroyer (especially if we revise the Archer down the line), so it make sense to go big to go with the "fill as many different roles" design philosophy. And B) Shore bombardment will help our troops once we land them, especially if we have issue landing significant amount of heavy armour.
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RAM

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Re: Intercontinental Arms Race: Summer 1941 (Strategy Phase)
« Reply #4013 on: June 18, 2017, 03:50:06 pm »

If you have 1 example that was :

1) Within our tech level (no postwar designs)
2) Widely deployed
3) A radio guided glidebomb

Post that one.

Quote
The Japanese fighters WERE a large advantage, yes. But AAA is still very deadly against TBs and, to a lesser extend, DBs, because they move directly at the target for extended periods of time. And remember: The game does not calculate every hit and miss, instead Sensei says "They have an antiaircraft cruiser. Aircraft that rely on getting in close lose effectiveness" according to his abstracted point system.

Which is a bigger argument against your glidebomb than against the Torpedo Bombers and Dive bombers.

Remember, you're not dealing with self guided ammunition here. You're dealing with a simplistic, radio guided divebomb. In order to work, you need to keep the plane stable and pointed at the target at all time. If you loose sight of the bomb, you miss it. There's no option for evasion.

Meanwhile, a Torpedo bomber and divebomber will come much closer with much higher relative velocity. This means that the guns have to adjust their aim much more often, instead of slowly zeroing in on the near standstill distant plane.

The closer you are, the faster you go, the harder it is to aim.
...
One outdated and shortranged bomber, the other a cargo plane never intended as a bomber.
"widely deployed" is irrelevant to an arms-race game. We are here to revel in absurdity.
And we can jump our technology if we want it. If we really want transistors I would expect we could get it from 2 designs and 2 revisions dedicated to pure technology alternating over 4 turns. It'd proably even be worth it...

The glidebomb launcher is MUCH more resistant to AA fire than dive/torpedo bombers.
1: Greater range, it is less visible. The gun crews have a lot to worry about, they are ill-equipped to be concerned about a level-flight bomber up in the sky.
2: Angle of approach. The torped./dive bombers are flying AT the target. The glide-bomber is flying OVER the target. The speed of the glide bomber is unfortunate, as is its need to maintain only slight and pre-announced course corrections or else the operator(Who we can reasonably put in an under-body turret) will lose track of the bomb. It does, indeed, make them vulnerable. The D/T-bomber, on the other hand, is flying ALMOST DIRECTLY at the target, thus its speed and agilty are ALMOST COMPLETELY irrelevant. It is not the rate of motion that matters, it is the rate at which the angle from the target changes, with a bonus for distance due to small targets and long travel-times. Also, the importantce of altitude cannot be understated. If a fighter attacks low-level bombers than it can't attack high-level bombers for an extended period of time. Forcing them to split between two engagements will be a large help, especially if we can gain an altitude advantage.

The "near standstill distant plane" is a tiny target, being shot at by shells that have a tiny spread, by people who don't know if their guns can even shoot that far. And good luck with range-finding unless they are really really really on-the-ball about radar communication with their AA crews and coordinating that with the different targets at different altitudes that their AA crews might be aiming at. Omn the other hand, the close target is a massive target, the bullets cover a larger area, arrive sooner, fly straighter, hit harder, and the target is, in fact, also just sitting still in the sky because it is flying straight at you.

Given that the guided-bomber needs to maintain course for longer, it can, potentially, be in a worse situation. But they were used successfully against people who ought to have had antiaircraft ordnance, and the allies felt it was serious enough to develop specific countermeasures. It was a weapon that actually worked, and successfully sunk warships, and would be undiluted murder on merchant shipping if they could get their planes out there. Unfortunately the latter is not really modeled, unless we can add it as some sort of side-bonus? This bomb has a special bonus of reducing naval T.C. to one less than normal if there is a sufficient air advantage?

If our bomber is outdated then we should update it.
Battleship would be too hard to armour properly, and would also likely be too slow to keep pace with our carriers.

@Andrea, we don't need destroyers, we do already have one. And they aren't going to be surviving the larger cannon shots at any rate.

@Evicted: We cannot rely on carrier only fleets, they do need screen ships and we do need to have some presence at sea. We cannot be deterred from the sea whilst victory relies on having some measure of control of it. A missile cruiser or submarine is too complex for our shipbuilders, the munitions of the former and the hull of the latter are the biggest issues. A regular escort cruiser is the one thing we need for our carrier task forces.
Agree, mostly, on the battleship. Though I feel that we could get over most of the technology hurdles by building an absurd national-effort transport ship with, like, nine TC...

We have a destroyer that cannot survive enemy gunfire. Torpedo-boats are different, they are never intended to survive enemy fire, they are faster and smaller than torpedo-boat destroyers, and thus depend upon evasion and expendability to survive in sufficient quantities to damage larger vessels. We would, of course, need something dramatic to field them effectively, like 300mm rocket variants to keep the destroyers honest, or flare guns that blind enemy spotters... Torpedo boats are extremely effective, but have flaws, and the enemy can probably defeat them with their existing well-rounded fleet. Not to mention that they are called "boats" for a reason and are thus mostly defensive unless we build a boat-carrier to safely carry them at sea and maintain them while in the field while being able to drop, like, a dozen of them in no time flat and send them out in swarms... That would also be a prtty effective measure for locating submarines too... Not to mention that we could do the wooden hull thing and get mine-clearers/layers...
So you are wrong about torpedo boats, because the Archer is not a good example, but that doesn't mean that torpedo boats(potentially without torpedoes, much as destroyers can be designed to hunt missile submarines...) would be a good idea unless we have a good idea as to how to make them a good idea.

A cruiser would help, but would be vulnerable to much the same things that the existing fleet is. To a lesser degree, certainly, but still, it could be swarmed or outgunned. All they need do is revise a naked victor with less armour and more speed and the cruiser is suddenly in the same boat as an archer...
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Taricus

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Re: Intercontinental Arms Race: Summer 1941 (Strategy Phase)
« Reply #4014 on: June 18, 2017, 03:52:02 pm »

A cruiser we could make resistant to most of their current fleet; anything it can't resist being sunk by is something the carriers deal with. Combined arms effectively. Though we'd need a new destroyer from scratch; a revision just won't cut it for the destroyer to be made more survivable.
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10ebbor10

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Re: Intercontinental Arms Race: Summer 1941 (Strategy Phase)
« Reply #4015 on: June 18, 2017, 03:56:49 pm »

Quote
thus its speed and agilty are ALMOST COMPLETELY irrelevant. It is not the rate of motion that matters, it is the rate at which the angle from the target changes

Not yet.

The enemy does not have proximity fuses, thus rate of motion causes flak to detonate too early or too late.
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Taricus

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Re: Intercontinental Arms Race: Summer 1941 (Strategy Phase)
« Reply #4016 on: June 18, 2017, 04:00:18 pm »

And the Haast is... pretty damn well armoured to the point flak isn't much of a concern for any components in the bathtub.
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Sensei

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Re: Intercontinental Arms Race: Summer 1941 (Strategy Phase)
« Reply #4017 on: June 18, 2017, 05:21:33 pm »

Quote
According to sensei, stealing something through a revision requires we gain ground in that area.  It's subject to a roll, and then to actually produce it we need to spend the next revision on making it.  It's 2 revisions, both subject to rolls, and dependent on gaining ground

Okay, reverse engineering won't help us.

To clarify, here are the requirements for reverse-engineering a weapon:
1: You need to have gained ground in a theater where it has been used.
2: You will roll for success. It's more difficult if it's something very complicated like a metal-alloy you might not understand without seeing the manufacturing process, or difficult to capture intact like a ship.
3: It will probably gain a [Complex] tag to start with, which can be removed with another revision. Maybe it should be possible that a good enough roll (or on a simple item) could skip this step; that's never happened in the past and I would want to look at what previous reverse-engineering rolls were, for consistency.

If you have 1 example that was :

1) Within our tech level (no postwar designs)
2) Widely deployed
3) A radio guided glidebomb

Post that one.

Note that if you limit yourselves to only designing things which were widely-deployed in real history, this game will be boring. I mean come on, look at your Tiger Armor, that's worked out well hasn't it?

Also, everyone quit arguing about the Discord. I'm afraid I've been issuing word through Discord lately since I've been busy, and lazy about reading through the thread so it's easier to ping me on Discord. However, nobody should be getting pissy over repeating something I've said on Discord to the forums; I do intend this to be first and foremost a forum game. At the same time, I'm not shutting down the Discord because one of you on here got mad about it.

Quote
Attack Eastern Northern Cannalla (2) 10ebbor10, Stabby,
Attack Plains: (6) NUKE9.13, Khan Boyzitbig, 3_14159, Azzuro, Piratejoe
Attack Tundra (8 ) 10ebbor10, NUKE9.13, Khan Boyzitbig, 3_14159, Stabby, Azzuro, Piratejoe
Hold our forces in reserve(aka don't attack): (1) Lightforger

Hold back the Long Shot: (3) 3_14159, Azzuro, Piratejoe
Deploy the Long Shot: (5) RAM, NAV, Sheb, Stabby, Madman198237
There is literally no reason to use the long shot seeing that its basically useless...

Since strategy discussion seems to have stopped I'm going to lock the votes here, if you don't mind. You'll be attacking in the Plains and Tundra, and deploying the Long Shot.
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Zanzetkuken The Great

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Re: Intercontinental Arms Race: Summer 1941 (Strategy Phase)
« Reply #4018 on: June 18, 2017, 05:46:37 pm »

Minor point on the discussion of how to test improvement of our sea-based capabilities without preventing improvements on the land.  The Archers are using 75mm Bumbleebees and are currently matching the range of the enemy ships.  The Archer was originally designed to use 130mm guns and was noted to still be able to support them in the original design.  If a 130mm artillery piece was revised with targetting computers, the Archer would be able to use it (maybe add an autoloader for RoF improvements).  With this, the Archer would be able to put out equal fire at greater ranges than most of their fleet (even if they build a gun of equal size, the Rocket Shells would still give it far greater range than theirs), and outspeed what it can't (as the only thing that would outgun us is the Victoria), thereby having the ship fulfill the original aims of outranging their forces rather than directly engaging theirs.  As a side note, this revision would also provide our regular infantry with a heavier artillery piece to counteract the capabilities of the 4-inchers the Canallans have on all their forces, and help deal with their new heavier tank they have produced since I left.

Also, hello, I have decided to return and Sensei granted permission to do so.  Was waiting on the strategy phase to get locked in so I didn't accidentally reveal anything to influence the vote.
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somemildmanneredidiot

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Re: Intercontinental Arms Race: Summer 1941 (Strategy Phase)
« Reply #4019 on: June 18, 2017, 05:58:16 pm »

A request of people:

Please form up a Design Plan.

This is something that's happened on the Discord a few times, where a person wants to set up a Technology (Like Guided Rockets) or a Strategy (Improve Our Defense) that will take several turns to get through. It helps provide an idea of what it is projected to take to make things work while also providing a structured plan. It certainly feels better than yelling at each other about the feasibility of things and saying vague "We need X." or "Y won't work stop even trying." without offering up a counter plan besides "Work against the Cannalas." If we can get all of our ideas and plans for how to make it work on the table, we should be able to spend less time in shouting matches and such.

There are four vague plans that I'm aware of that people have mentioned that boil down to "Politics In Action (PAGROI)", "Down By The Sea (Ships Plz)", "We Need To Build A Wall (Defense Build Up)", and "Great Balls Of Fire (Ground Improvements)".

If people could claim or share their own plans and projections for how to set about doing them and the time frames involved, that would be appreciated.
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