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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 602023 times)

Madman198237

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Re: Intercontinental Arms Race: Summer 1941 (Strategy Phase)
« Reply #4185 on: June 22, 2017, 01:15:49 pm »

You don't understand---we can capture one.

It would start as complex, yet we would have just as many as they do. We decomplex it, and suddenly we're golden.
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Sheb

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Re: Intercontinental Arms Race: Summer 1941 (Strategy Phase)
« Reply #4186 on: June 22, 2017, 01:35:15 pm »

Capital ships later; first we need screens.

I disagree. An expensive BC would serve as both screen and capital.
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VoidSlayer

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Re: Intercontinental Arms Race: Summer 1941 (Strategy Phase)
« Reply #4187 on: June 22, 2017, 01:56:20 pm »

Can't we mount a single 350mm gun and a few 120mm ones?

Taricus

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Re: Intercontinental Arms Race: Summer 1941 (Strategy Phase)
« Reply #4188 on: June 22, 2017, 02:27:44 pm »

Capital ships later; first we need screens.

I disagree. An expensive BC would serve as both screen and capital.
Due to the cost and role the BC would require escorts of it's own; a 300mm cannon isn't going to be loading or firing fast, so until we get better firing computers it wouldn't be particularly viable to make a battlecruiser, and we desperately need more durable screens between the enemy and our carriers.
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andrea

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Re: Intercontinental Arms Race: Summer 1941 (Strategy Phase)
« Reply #4189 on: June 22, 2017, 02:36:48 pm »

stealing their battleship would probably be the best argument for designing the cruiser.

if we steal it one turn by revision ( and keep it hidden), then next turn we make a cruiser with all the tech and experience we stole AND revise the battleship so that it is merely expensive, well that is basically the only way I see to get their advantage down in a single turn.

Sheb

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Re: Intercontinental Arms Race: Summer 1941 (Strategy Phase)
« Reply #4190 on: June 22, 2017, 02:51:10 pm »

We need to make progress on the sea to steal the BB, and we need ships to make progress on the sea.
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evictedSaint

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Re: Intercontinental Arms Race: Summer 1941 (Strategy Phase)
« Reply #4191 on: June 22, 2017, 02:53:53 pm »

If the goal is to just steal all the ship tech, let's design other tech that still helps us at sea.  Glidebombs, submarines, wire-guided torps, revise the Z to use a steam catapult and better rafter hangers...

Zanzetkuken The Great

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Re: Intercontinental Arms Race: Summer 1941 (Strategy Phase)
« Reply #4192 on: June 22, 2017, 02:59:07 pm »

We need to make progress on the sea to steal the BB, and we need ships to make progress on the sea.

Actually, we have a different option.  Focus all our efforts on making the land and sky ours, with complete disregard to the sea to build up our defense against their landings to a ridiculous degree, until we get an espionage credit to steal Victoria, netting us all their Sea tech at once.  That turn, we invest all actions into the sea for a blitz of shock and awe, ripping it from their hands and having our land and air advantage tear into them with great fury.
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stabbymcstabstab

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Re: Intercontinental Arms Race: Summer 1941 (Strategy Phase)
« Reply #4193 on: June 22, 2017, 04:36:24 pm »

We probably should still design a LCT so that we can actually succeed in a landing.
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Re: Intercontinental Arms Race: Summer 1941 (Strategy Phase)
« Reply #4194 on: June 22, 2017, 04:45:27 pm »

We'll want a cruiser to ensure the LCT doesn't get sunk before it gets to the beach.
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RAM

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Re: Intercontinental Arms Race: Summer 1941 (Strategy Phase)
« Reply #4195 on: June 22, 2017, 05:10:19 pm »

But the lander would be needed for the big "we have a new cruiser, your old battleship, and a lander" surprise all on the same turn.
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Re: Intercontinental Arms Race: Summer 1941 (Strategy Phase)
« Reply #4196 on: June 23, 2017, 02:45:38 am »

Battle Report 13: Summer 1941

Deck of Cards:
I have been toying with the idea of, instead of choosing your design results based on dice, making a virtual "deck of cards" with die results. You would draw from this deck to get results, and shuffle it when you've gone through. The main advantage of this would be that you would, through the course of the game, receive all the same results as the other faction, so it's more fair while still being random. You could also do some degree of card counting, which might or might not be good depending on how you look at it. If I wanted, I could even distribute the results so that, say, 1's and 6's are less common than other numbers. A potential downside is that you could be relatively hurt by getting your best draws on revision actions. Let me know what you think of it- I probably won't implement this unless people are totally, overwhelmingly in favor, since that's a big change to do in the middle of a game, but it's maybe an idea to think about for other/future games.

The Secret War:
As most of you are now aware, there are some hidden groups influencing the game. Some of them may seek to hinder your nation's cause, and for this reason, the Secret Police works day and night to bring traitorous conspirators to justice. Whether you are Forenian or Cannalan, each turn your secret police may investigate one, and only one, player who may be conspiring against you. Just PM me with the name of the person who you want to investigate. The most-voted person will be placed under arrest: Players under arrest can still contribute designs to the game, but if they were working with a secret group, they will no longer be able to contribute. Players under arrest also cannot vote for who they want to be investigated next by the secret police. If the player who is arrested is in fact a conspirator, you might (but not for certain) learn a tidbit about the group they are working with. Reports between the previous battle report and this one have been put on hold, as the Secret Police has needed time to re-organize. There will be certain exceptions and additions to these rules as the game goes on.

Currently only one player is under arrest: Sheb, from Forenia.

Design Doctrines:
Compartmentalization for large ships has been added to Cannala's design doctrines.

Island Names:
Hopefully by the time I post this, I will have remembered to update the map.

Legacy Equipment Moved:
For now, I am moving legacy equipment into a post near the OP. The weapon lists have gotten too long for Bay12's character limit on forum posts. While this means that if you want a complete view of a nation's equipment you'll be wanting to have multiple browser tabs open, and it will complicate price adjustments, this still seems like the least-inconvenient option.

New Equipment:

This turn, the Forenians have designed the UF-HAT-41 "Ice Giant" B: A huge transport plane, powered by six small turboprop engines based on the aT-J04b. Its structure uses wood to make the manufacturing cheaper, and it can carry an entire Salamander, as well as providing 2 TC. It's clumsy and slow, not really meant for combat, but it does the job it needs to as a transport. For their revision, Forenia developed the UF-RTS-41 "Long Shot": A radar aiming system for their electrically-driven Overcompensator shore guns. It's very imprecise to the point that hitting targets still requires manual calculations, but it can automatically move the gun somewhere near the angle needed to hit a radar contact.

Next turn, Forenia's additional shipping capacity from the Ice Giant will come into effect, they should gain Mutriq's oil.

Cannala has spent the entire season developing the H1 "Twinblade" Combat Synchrocopter. Cannala's first helicopter is driven by a pair of turboshaft engines, each independently controlling one of the two intermeshing rotors. It doesn't require a tail rotor, but it has a tail like an airplane to give it more maneuverability at speed. It's armed with two 250kg bomb mounts, and a swiveling Can perforator on the bottom operated by a gunner with a limited arc in front of the helicopter. It can even carry up to four passengers. However, its performance in general is very poor, the rotors are relatively inefficient and even after a revision targeted at improving the maneuverability, it is sluggish to turn and largely incapable of any serious combat maneuvers.

Cannala has finally gained the ore from the western jungle island. It's a significant windfall for the Cannalans: The Kraken, Corsair, Walrus, Type 36 Tank Destroyer, and little-used Dragonfly have all become Cheap. The Khorne and Santos have been reduced from Very Expensive to Expensive. In the capitol city, it seems like a large ship is christened every week. This is good for Cannala since their expense credit on the Victoria ends this turn.

The Cannalan army currently has the following equipment:
Spoiler (click to show/hide)

The War This Turn:
Forenia is attacking to regain the plains, and again attempting landfall on the Tundra. Cannala is attempting to regain the Jungle, as well as push on to Mt Konstantin in the south.

The Battle at Sea
The hot summer sun beats down on deck.

Cannala's Victoria battlecruisers are their flagships and pride of the navy, but the backbone is made up of Khorne Battleships and Santos carriers. A combination of good gun batteries and air power helps to quickly and efficiently destroy enemy ships, and the Victorias are few in number but can cause chaos to an enemy fleet before most ships are in range. The Kraken and Corsair can, in numbers, absolutely mop up Forenian Archers and destroy carriers if they're allowed to get close.

The large numbers of Santos carriers are enough to negate Forenia's normal air advantage. Despite the fact that Forenian aircraft and torpedoes are still very effective at doing their jobs, too many of them get shot down by Cannalan aircraft to eliminate Cannalan fleets by themselves. Cannala's domination of the sea is complete and total, Forenian naval victories are few, brief, and far between.

Cannala has a Massive Naval Advantage this season.

The Battle for the Jungle:

Attacking: Cannala

Cannala begins their shore assault having totally pushed away the Forenian navy. Forenia's new Overcompensator aiming system proves to be very little benefit against the oncoming Cannalan horde, and with their significant number of carrier aircraft Cannala manages to destroy some Overcompensator emplacements by air. The vast majority of Cannala's landing forces is deployed by Walruses, which are very vulnerable to shore gun fire and aircraft, so Raiders are often sent in ahead to try and secure a beachhead. Many walruses are lost, but more come to fill their place. With some offshore shelling, Cannala punches through the Forenian shore positions and takes ground. It remains to be seen if they can keep it up further from shore, or indeed if they can avoid being pushed back, but the value of disrupting Forenia's ore supply even for a short time is incalculable.

Cannala gains ground. [ Cannala 1/4, Forenia 3/4]

The Battle for the Plains:
Attacking: Forenia

Forenia's naval forces are just far too few in number to make a foothold, after repeated attacks by Cannalan forces at sea.

[Cannala 3/3]

The Battle for the Tundra:
Attacking: Forenia

Much like the assault on the plains, Forenia doesn't stand a chance.

[Cannala 4/4]

Forenia does not gain a foothold. [Cannala 4/4, Forenia 0/4]

The battle for Mt. Konstantin:

Attacking: Cannala

Ultimately, Cannala's overwhelming naval advantage makes a victory here inevitable as Forenians are blockaded from their supply lines, only sporadically receiving ammunition and reinforcements. Shore bombardment can access a large portion of the island. It is an interesting demonstration of the new Twinblade Synchropter though, as it is conceptually well-suited to transporting and supporting soldiers in the mountains. In practice, while a dozen soldiers moved by a Twinblade group can be valuable, their transport capacity and armament are both rather lackluster. At low altitude it is vulnerable to even rifle-caliber machinegun fire, it does not take much damage to the rotor mechanism to cause serious instability or a control failure. The gunner's elaborate hydraulic turret looks cool, but the sight which rotates with the gun isn't very easy to use as the gunner must keep moving his head to have a clear sight picture. There are a few scenarios where the ability to have what is effectively a cannon emplacement with a bird's eye view has proven very valuable, but it's offset by the fact that the Twinblade is extremely vulnerable. It is also a sitting duck in fights against aircraft, the gun is almost impossible to use against fighters which usually attack from a higher altitude. Ultimately the Twinblade isn't very valuable to the fighting here but it shows that the helicopter concept is promising. Once Forenians (with their ubiquitous machinegun pintle mounts) are no longer surprised by Twinblade attacks, it somewhat falls out of use. Ironically, the more Twinblades are out of the service on the front lines, the more are available to be lent to Cannalan movie studios: The Twinblade appears prominently in Cannalan films and appears to be an extremely valuable weapon in the public eye.

Forenia' Ice Giant transports are used to ferry paratroopers. They can hold a lot, but their lack of speed and wooden frame make them vulnerable enough that the Reckless Effect is usually a better option. Of course, it sees lots of use for general transport duty where Forenia is cut off from supplies by sea. Ice Giants carrying troops and supplies fly under heavy escort.

Cannala gains ground. [Cannala 1/2, Forenia 1/2]

Events outside the War:

The Outside World:

1941 begins. Nazi Germany begins the mass execution by gas of citizens of Germany and Poland deemed physically or mentally disabled. In a less horrifying event that also demonstrates Germany's totalitarianism, all blackletter typefaces are required by decree to be replaced with the Antiqua font. Australian and English troops push back Italian forces in Libya. All persons born in Puerto Rico are declared US citizens by birth, under US federal law. Joseph Grew, a US ambassador to Japan, reports that he has overheard a rumor about Japan planning a surprise attack on Pearl Harbor. Erwin Rommel is appointed the leader of Germany's Afrika Korps, after a loss in Benghazi. Winston Churchill asks the US to send arms to the British- "Give us tools, and we will finish the job." The United States passes the lend-lease act, effectively ending their pretense of being neutral in the war.

Alliances:
Cannala receives a Research Credit for sharing their turbojet technology with the allies. Forenia does not receive one as Hitler is reluctant to share research; he considers Forenia's political motives to be suspect.

Local Events:
In Forenia, paranoia has begun to grip the public. Rumors of a secret faction of Arstotzkan rebels have been sensationalized throughout the press, and people suspect their very neighbors. In Parliament, ministers choose their words carefully for fear that something they say might be misconstrued as a desire to break up United Forenia. Minister Zaman Salhoub urges his constituents not to begrudge their Arstotzkan neighbors without cause: "I know things have gone missing and some people have been hurt or even killed by Arstotzkan violence. But even so, we still see more deaths to tiger related incidents in Moskurg every year, and tigers are relatively friendly." The Arstotzkan Nationalist party seems internally split on whether to scold or encourage the Arstotzkan Rebels, though every member will state and reiterate that they are not rebels themselves, just onlookers.

In Cannala, the Red Rot has continued to plague sugar crops, and citizens are getting fed up. "Good rum, or no rum!" chant rioters, who have stormed into a rum distillery recently purchased by Eduardo Charpes himself. Massive barrels of rum have been smashed and poured into the streets in protest. Indeed, using rot-affected sugarcane has been absolutely necessary to meet demand for rum, but the flavor is foul, and it gives you cramps. Eduardo calls a private meeting with the engineers: He has received a letter from an anonymous person who claims to be a Juraki living outside of Cannala. This person says that they have developed a cure for the Red Rot; they will share it in exchange for amnesty and a startlingly large sum of money with which they will live abroad. You must decide whether to accept the offer.

Turn 14, Commence!

You may now begin voting for your design phase!
« Last Edit: June 23, 2017, 03:12:21 am by Sensei »
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Sensei

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Re: Intercontinental Arms Race: Autumn 1941 (Design Phase)
« Reply #4197 on: June 23, 2017, 03:12:57 am »

The Forenian Army currently has the following equipment, not including legacy equipment which can be found near the OP: (sorry this is after the battle report but I forgot to paste in designs, and then when I modified the post to do so it went over the character limit again)
Spoiler (click to show/hide)
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NUKE9.13

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Re: Intercontinental Arms Race: Autumn 1941 (Design Phase)
« Reply #4198 on: June 23, 2017, 03:20:22 am »

Rejoice, ship crowd. By claiming a Massive Naval Advantage, Cannala has mandated the construction of a new ship. One cruiser, please!
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Sheb

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Re: Intercontinental Arms Race: Autumn 1941 (Design Phase)
« Reply #4199 on: June 23, 2017, 04:15:09 am »

Wow that was terrible. Even with wasting their design they overrun us.  We absolutely need to get the jungle back.
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