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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 600504 times)

NUKE9.13

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Re: Intercontinental Arms Race: Fall 1942 (Strategy Phase)
« Reply #5415 on: November 12, 2017, 06:21:39 am »

Zan, that's basically just the "be polite about it" option.
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NAV

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Re: Intercontinental Arms Race: Fall 1942 (Strategy Phase)
« Reply #5416 on: November 12, 2017, 10:26:55 am »

Quote from: Strategy Phase
(8) Attack Top Lane: eS, NUKE9.13, Stabby, Lightforger, Funk, Kot, Madman, NAV
(1) Attack Middle Lane: Powder Miner
(10) Attack Bottom Lane: eS, NUKE9.13, Stabby, Jilladilla, Powder Miner, Lightforger, Funk, Kot, Madman, NAV

(4) Tell Himmler to Fuck Off (impolitely): eS, Powder Miner, Funk, Madman
      (5) The same but be polite about it: NUKE9.13, Stabby, RAM, voidslayer, NAV
(2) Plan Diplomatic Incident: Jilladilla, Funk
(1) Breaks ties and Denounce the Nazis: Lightforger
(1) Contribute to the Holocaust: Kot
(1) Diplomatically decline on the basis that the required shipping would require us to tie up resources in the form of transports and escorts, and we wish to win our war with Canalla as fast as possible so we can better contribute to the war in the greater Pacific regions and in Europe, in accordance with the prior deal we have struck for the ore resources.  We recognize that Germany could send her own ships for transport, but we respectfully decline as they would be more valuable fighting against the British fleets than acting as transports.: Zanzetkuken
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Jilladilla

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Re: Intercontinental Arms Race: Fall 1942 (Strategy Phase)
« Reply #5417 on: November 12, 2017, 10:31:53 am »

Quote from: Strategy Phase
(8) Attack Top Lane: eS, NUKE9.13, Stabby, Lightforger, Funk, Kot, Madman, NAV
(1) Attack Middle Lane: Powder Miner
(10) Attack Bottom Lane: eS, NUKE9.13, Stabby, Jilladilla, Powder Miner, Lightforger, Funk, Kot, Madman, NAV

(5) Tell Himmler to Fuck Off (impolitely): eS, Powder Miner, Funk, Madman, Jilladilla
      (5) The same but be polite about it: NUKE9.13, Stabby, RAM, voidslayer, NAV
(1) Plan Diplomatic Incident: Funk
(1) Breaks ties and Denounce the Nazis: Lightforger
(1) Contribute to the Holocaust: Kot
(1) Diplomatically decline on the basis that the required shipping would require us to tie up resources in the form of transports and escorts, and we wish to win our war with Canalla as fast as possible so we can better contribute to the war in the greater Pacific regions and in Europe, in accordance with the prior deal we have struck for the ore resources.  We recognize that Germany could send her own ships for transport, but we respectfully decline as they would be more valuable fighting against the British fleets than acting as transports.: Zanzetkuken
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piratejoe

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Re: Intercontinental Arms Race: Fall 1942 (Strategy Phase)
« Reply #5418 on: November 12, 2017, 12:52:28 pm »


Quote from: Strategy Phase
(9) Attack Top Lane: eS, NUKE9.13, Stabby, Lightforger, Funk, Kot, Madman, NAV, Piratejoe
(1) Attack Middle Lane: Powder Miner
(11) Attack Bottom Lane: eS, NUKE9.13, Stabby, Jilladilla, Powder Miner, Lightforger, Funk, Kot, Madman, NAV, Piratejoe

(5) Tell Himmler to Fuck Off (impolitely): eS, Powder Miner, Funk, Madman, Jilladilla
      (6) The same but be polite about it: NUKE9.13, Stabby, RAM, voidslayer, NAV, Piratejoe
(1) Plan Diplomatic Incident: Funk
(1) Breaks ties and Denounce the Nazis: Lightforger
(1) Contribute to the Holocaust: Kot
(1) Diplomatically decline on the basis that the required shipping would require us to tie up resources in the form of transports and escorts, and we wish to win our war with Canalla as fast as possible so we can better contribute to the war in the greater Pacific regions and in Europe, in accordance with the prior deal we have struck for the ore resources.  We recognize that Germany could send her own ships for transport, but we respectfully decline as they would be more valuable fighting against the British fleets than acting as transports.: Zanzetkuken
I would go with what Zan said, but that doesn't have the votes, and is, as said by Nuke, basically the same option as the one I'm going with
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Light forger

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Re: Intercontinental Arms Race: Fall 1942 (Strategy Phase)
« Reply #5419 on: November 12, 2017, 09:24:41 pm »

Quote from: Strategy Phase
(9) Attack Top Lane: eS, NUKE9.13, Stabby, Lightforger, Funk, Kot, Madman, NAV, Piratejoe
(1) Attack Middle Lane: Powder Miner
(11) Attack Bottom Lane: eS, NUKE9.13, Stabby, Jilladilla, Powder Miner, Lightforger, Funk, Kot, Madman, NAV, Piratejoe

(6) Tell Himmler to Fuck Off (impolitely): eS, Powder Miner, Funk, Madman, Jilladilla, Lightforger
      (6) The same but be polite about it: NUKE9.13, Stabby, RAM, voidslayer, NAV, Piratejoe
(1) Plan Diplomatic Incident: Funk
(1) Contribute to the Holocaust: Kot
(1) Diplomatically decline on the basis that the required shipping would require us to tie up resources in the form of transports and escorts, and we wish to win our war with Canalla as fast as possible so we can better contribute to the war in the greater Pacific regions and in Europe, in accordance with the prior deal we have struck for the ore resources.  We recognize that Germany could send her own ships for transport, but we respectfully decline as they would be more valuable fighting against the British fleets than acting as transports.: Zanzetkuken
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evictedSaint

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Re: Intercontinental Arms Race: Fall 1942 (Strategy Phase)
« Reply #5420 on: November 12, 2017, 09:38:50 pm »

I am surprised but strangely proud of how many people are willing to risk our relationship with Germany in this fictional game by telling Heinrich "Holocaust" Himmler to fuck off.

If it goes through, I hope Sensei doesn't punish us for it - we barely sided with the Axis in the first place, and now we're being asked to contribute to the holocaust.

stabbymcstabstab

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Re: Intercontinental Arms Race: Fall 1942 (Strategy Phase)
« Reply #5421 on: November 12, 2017, 10:27:28 pm »

We give them some of the most advance battle tested weapons on existence, they can deal with us not joining the holocost.
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Re: Intercontinental Arms Race: Fall 1942 (Strategy Phase)
« Reply #5422 on: November 13, 2017, 12:11:37 am »

Quote from: Strategy Phase
(9) Attack Top Lane: eS, NUKE9.13, Stabby, Lightforger, Funk, Kot, Madman, NAV, Piratejoe
(1) Attack Middle Lane: Powder Miner
(11) Attack Bottom Lane: eS, NUKE9.13, Stabby, Jilladilla, Powder Miner, Lightforger, Funk, Kot, Madman, NAV, Piratejoe

(6) Tell Himmler to Fuck Off (impolitely): eS, Powder Miner, Funk, Madman, Jilladilla, Lightforger
      (7) The same but be polite about it: NUKE9.13, Stabby, RAM, voidslayer, NAV, Piratejoe, helmacon
(1) Plan Diplomatic Incident: Funk
(1) Contribute to the Holocaust: Kot
(1) Diplomatically decline on the basis that the required shipping would require us to tie up resources in the form of transports and escorts, and we wish to win our war with Canalla as fast as possible so we can better contribute to the war in the greater Pacific regions and in Europe, in accordance with the prior deal we have struck for the ore resources.  We recognize that Germany could send her own ships for transport, but we respectfully decline as they would be more valuable fighting against the British fleets than acting as transports.: Zanzetkuken
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Olith McHuman

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Re: Intercontinental Arms Race: Fall 1942 (Strategy Phase)
« Reply #5423 on: November 13, 2017, 02:04:50 am »

Quote from: Strategy Phase
(9) Attack Top Lane: eS, NUKE9.13, Stabby, Lightforger, Funk, Kot, Madman, NAV, Piratejoe
(1) Attack Middle Lane: Powder Miner
(11) Attack Bottom Lane: eS, NUKE9.13, Stabby, Jilladilla, Powder Miner, Lightforger, Funk, Kot, Madman, NAV, Piratejoe

(6) Tell Himmler to Fuck Off (impolitely): eS, Powder Miner, Funk, Madman, Jilladilla, Lightforger
      (8 ) The same but be polite about it: NUKE9.13, Stabby, RAM, voidslayer, NAV, Piratejoe, helmacon, McHuman
(1) Plan Diplomatic Incident: Funk
(1) Contribute to the Holocaust: Kot
(1) Diplomatically decline on the basis that the required shipping would require us to tie up resources in the form of transports and escorts, and we wish to win our war with Canalla as fast as possible so we can better contribute to the war in the greater Pacific regions and in Europe, in accordance with the prior deal we have struck for the ore resources.  We recognize that Germany could send her own ships for transport, but we respectfully decline as they would be more valuable fighting against the British fleets than acting as transports.: Zanzetkuken

If we intend to stick with Germany, it might be a good idea to consider sending them designs on a regular basis, otherwise they aren't getting much out of this alliance.
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Aedel

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Re: Intercontinental Arms Race: Fall 1942 (Strategy Phase)
« Reply #5424 on: November 15, 2017, 06:59:54 pm »

Quote from: Strategy Phase
(9) Attack Top Lane: eS, NUKE9.13, Stabby, Lightforger, Funk, Kot, Madman, NAV, Piratejoe
(1) Attack Middle Lane: Powder Miner
(11) Attack Bottom Lane: eS, NUKE9.13, Stabby, Jilladilla, Powder Miner, Lightforger, Funk, Kot, Madman, NAV, Piratejoe

(7) Tell Himmler to Fuck Off (impolitely): eS, Powder Miner, Funk, Madman, Jilladilla, Lightforger, Aedel
      (8 ) The same but be polite about it: NUKE9.13, Stabby, RAM, voidslayer, NAV, Piratejoe, helmacon, McHuman
(1) Plan Diplomatic Incident: Funk
(1) Contribute to the Holocaust: Kot
(1) Diplomatically decline on the basis that the required shipping would require us to tie up resources in the form of transports and escorts, and we wish to win our war with Canalla as fast as possible so we can better contribute to the war in the greater Pacific regions and in Europe, in accordance with the prior deal we have struck for the ore resources.  We recognize that Germany could send her own ships for transport, but we respectfully decline as they would be more valuable fighting against the British fleets than acting as transports.: Zanzetkuken
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Sensei

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Re: Intercontinental Arms Race: Fall 1942 (Strategy Phase)
« Reply #5425 on: November 17, 2017, 04:38:24 pm »

Battle Report 18: Fall 1942

Naval Landings: This is an example of a turn that's a bit of a pain to write, in that both sides are attacking across the sea at the same time. The result is that there are four separate areas, rather than two or three. Right now I just try to decided who did "better" if both sides would have succeeded in landing, but if anyone has ideas for a system which might fairly restrict who can attack across the water at one time to just one side per lane then I'm all ears.

New Equipment:

This turn, the Forenians have designed the RDN-42-4 "DEADLIEST RAY", a cavity magnetron based radar. It produces much higher frequency radio waves than previous radars, which produce clearer images, and can be received with a much smaller antenna array (about two meters across). Currently it can be transported and powered by a dedicated truck, or added to any ship's con tower without major alterations to the design. It can estimate the size of ships, or the number of aircraft in a group with some accuracy. For their revision, they've made the UF-LST22-42 "Wooden Spear", a lander similar to Cannala's, in that it re-purposes a cargo ship (the AS-CV22) for landing by altering the keel and adding large clamshell doors to the bow. Unlike Cannala's, though, it has some flaws, if the ship plows itself too deep into the sand when it lands the doors may fail to open, and the doors also leak so much that large pumps must be kept running onboard at all times, or the ship will flood.

Cannala's rocket scientists have unveiled the M1942 Missile, Auto-Guided, Infrared Camera (MAGIC) Mk.2 "Hellfire", the successor to the original MAGIC. This has large improvements to both the rocket motor and the seeker. The solid propellant is a much lighter and stronger formula than the original which had been adapted from infantry RPG's. The missile flies further and faster, despite a significant increase in the weight of the seeker head. The Hellfire seeker controls a set of fins close to the front of the missile (which also has fixed rear fins). It has 13 individual sensors, but not each one has dedicated vacuum tubes- instead they're organized into "rings", and covered by a rotating shroud which exposes only a few sensors at a time. The outputs from the sensors are then interpreted by a rotating electromechanical device which controls servos, giving the Mk.2 missile finer control than the on-off solenoids of the MAGIC Mk.1 Overall it's a greatly improved system, although the missile's inability to see in all directions at any instant results in a gently spiraling flight path around the shortest line to the target. Still, it flies farther and faster than the Mk.1, and early testing has show it can hit a stationary baloon target the size of a fighter aircraft. For their revision, they've made the M1942 ‘Spearhead-B’ Air Superiority Fighter (A-5B), a version of the Spearhead jet fighter which has had its heavy cannon removed in exchange for two 500lb hardpoints, ostensibly to carry Hellfire missiles but also capable of carrying regular bombs or other ordnance.

Forenia has once again gained the ore from the jungles in Western Tereshkova, affecting the prices of various equipment, and I'm also including a few things I forgot to write down earlier. For legacy equipment, the Death Ball has become Expensive (so this one-use, largely-ineffective monstrosity will appear slightly more often for some reason), and the AS-T33 has become Cheap, meaning large numbers of them will be sacrificed like pawns in armored bum rushes. The AS-1931-HAFB has also become Cheap. For recent designs, the Overcompensator shore cannon, Reckless Effect transport, and Sea Lift cargo ship have become Cheap. The Zheleznogorod-class carrier has become Expensive.

The Forenian Army currently has the following equipment, not including legacy equipment which can be found near the OP:
Spoiler (click to show/hide)
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Re: Intercontinental Arms Race: Fall 1942 (Strategy Phase)
« Reply #5426 on: November 17, 2017, 04:38:43 pm »

The Cannalan army currently has the following equipment, not including legacy equipment which can be found near the OP:
Spoiler (click to show/hide)
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Re: Intercontinental Arms Race: Fall 1942 (Strategy Phase)
« Reply #5427 on: November 17, 2017, 04:39:10 pm »

The War This Turn:
This season, both nations are attacking in the North and South. This means everyone is trying to make a landing- the Forenians on Cannala and Titan, the Cannalans on Mt. Konstantin and Tereshkova.

The Battle at Sea
Forenia's new radar has been fitted to a few ships in every fleet, as a consequence they're no longer reliant on vulnerable, dedicated AS-CV22 ships for radar information. On the other hand, their "Wooden Spear" troop carriers are just AS-CV22's with a leaky door in the bow. Cannala's new missile isn't enough to make a difference here, it still mainly targets bombers, so there isn't a lot of change on their end. The new radar is handy, since Forenian fleets aren't relying on a single ship for their radar intelligence that will probably get disable as soon as a fight gets too close, but that alone isn't enough to put Forenia into a full-on naval advantage.

Cannala and Forenia are Tied this season.

The Battle for North Cannala

Attacking: Forenia

With a miraculous 'acceptable' sea performance, Forenian forces put their boots on Cannalan soil for the first time. Cannala's navy is forced to fall back for a time after taking some losses to Forenian Vodka guns, and incessant air attacks from their numerous Z-Carriers. Forenia, by a process of trial and error, has forced their way through Cannala's sea mines. All this came at the cost of many ships, but they're finally here. The very first Wooden Spear to touch Cannala's beach plows full speed against incoming artillery fire. Cannala has batteries of old Juraki Maretto cannons, both on shore and further inland. Its doors wedge stuck on the beach, and fail to open. Its crew will have to defend the ship from the deck for several minutes, against Cannala's shore forces. The second Wooden Spear fares better, it lands and promptly deploys its cargo, four AS-T33 tanks, the first two of which have ERA. Men follow, trying to hide behind the tanks while keeping enough distance that the ERA won't kill them when it inevitably goes off. Above them, a jet roars past, leaving a contrail in its wake. They watch for a moment before returning to the task at hand. Any Forenian soldier knows, the real battle is up there.

High in the sky, Captain Antoni Fortunato leads his squad to intercept the incoming Forenian Air Force. "Check your code cards, and get ready to synchronize your radio sets to the new number on my mark. Three, two, one, mark." He turns over the plan again and again in his head, the responsibility looms heavily on his mind. He's flying a brand-new Spearhead A-5B, equipped with his squad's only two MAGIC Mk.2 Hellfire missiles. Forenia always relies heavily on dropping bombs and troops behind the front line where Cannalan forces are most vulnerable, so their big bombers and transports are important targets. The missiles aren't cheap, either, so he can't afford to miss. Once again, the plan: When the enemy is in visual range, set the encryption on the squad's "Bureacrat's Wife" radio sets. Check. Then, close in to range, and fire missiles head-on. The new Hellfires are supposed to be reliable even head on, hopefully that's true. Then, order his squad to split up. Half of the planes will roll off to one side, and half to the other, then attack from both sides of the enemy group. When the time is right, he calls out his actions and gives the order: "Magic missile! Roll for initiative!" One Hellfire missile hits its target, an Ice Giant transport, and destroys it. The other missile locks on to a Lightning Streak jet and follows it for a bit, but when it gets close the enemy pilot makes a sharp turn and the missile loses track of him. Fortunato's wingmen stick around long enough to down a HAFB bomber before retreating from the more-maneuverable Forenian fighters. Two of them are shot down... but it's a successful mission.

In air combat, the Forenian fighters are still noticeably superior to the Cannalan ones, and often better piloted. The Hellfire missile, carried by a Spearhead, is the perfect weapon for Cannalan pilots then: It lets them attack bombers from a safe distance, and get the hell away. The Spearhead isn't so far behind the Lightning Streak as to be useless, and it's certainly up to the task of these new hit-and-run tactics. Forenians can't easily intercept missile-carrying aircraft: If they get close enough to attack before the Cannalans can fire their missiles, then they've moved to far from the bombers they're supposed to be escorting to defend them against a more direct attack. The performance of the Hellfire Missile is excellent against bombers and transports, it has about a 4 in 5 chance of hitting, will track them through maneuvers, and can reliably be fired from various angles relative to its target, unlike the MAGIC Missile Mk.1 which had a very poor chance of hitting unless fired from behind. On a hit, even though it has a smaller 25lb warhead, it still does absolutely devastating damage. Cannalan engineers joke that even if the warhead fails to go off, the missile is heavy enough to take out of a bomber on its own- and it pretty much is, at 500lbs, although much of this weight is lost as fuel is expended in flight. Forenia's large Ice Giant transports are a prime target, and reliably shot down, meaning that Forenia can rarely succeed in dropping armored Salamanders behind enemy lines. Reckless Effect transports, and older HAFB bombers, at least have the benefit of being Cheap, though many are shot down which cuts down on Forenia's bombing and paratrooper efforts. These aircraft still see some additional losses to Daybreaker AA fire and just being shot down occasionally despite Forenia's better fighter escorts. The one noticeable downside of the Hellfire is that it is simply too heavy to follow a fighter making any tight maneuvers at all, and it can even lock on to fighters instead of its intended bomber target. Forenia still makes good use of its Haast bombers (which also are seeing some losses to faster enemy aircraft, and are dependent on escorts). Overall though, the Forenian Air Force is dealt a devastating blow, and its transports and bombers can no longer be the backbone of the invasion.

Back on the ground, infantry are pretty evenly matched, in Cannala's rolling hills. Machine guns, rifles and assault rifles see the most use, although Forenia gets an advantage out of its better scopes and Tiger Armor. Forenia makes good use of its Sarukh rockets, which can be towed by a Salamander APC. They serve as a highly mobile artillery, which is particularly useful in an invasion. Armored warfare is a more decisive factor. The Forenian side consists of cheap AS-T33's, with Heavy front armor and other Medium armor, and a 75mm cannon, as well as cheap Salamanders, amphibious APCs with medium armor and a Velociraptor autocannon. Both are sometimes equipped with Blood Eagle ERA, which primarily protects against infantry-fired RPG's (it can potentially stop a HEAT round from a Cannalan Daybreaker cannon, but this has driven Cannala to just use APDS rounds instead). Cannala has the Expensive M4A1 Bull, their flagship tank with Heavy front armor and Medium other armor, a rear weak spot, the dreaded 4" Daybreaker cannon and superior mobility. Cannala's main cheap armored unit is the Marauder, an amphibious APC armed with the same 4" Daybreaker cannon as the Bull.

The environment here favors long to medium range engagements. Cannala's units all have some range advantage over the AS-T33. It's most noticeable with the Bull, which has armor that can defend against the AS-T33 at long range, while probably scoring a kill on the first hit against the Forenian tank at the same range. The Bull is also significantly faster than the AS-T33. With a mobility advantage, and relatively few Salamanders being air-dropped behind the front lines, the bull's armor weak spot is a small concern. This leaves Cannala with an armored advantage. Forenia's Haast air support, sometimes repelled by fire from Cannalan SPAA (an old anti-air vehicle packing four .75 caliber cannons) isn't enough to turn the tide.

Moskurg attempts to resurrect motorcycle cavalry tactics end poorly, against Cannalan mobile autocannon fire.

Forenia fails to take ground on Cannala.


The Battle for the Tereshkova Jungle
Attacking: Cannala
The dry season continues

Across the sea from Forenia's failed attack on Cannala, the Cannalans make a counterattack of their own. The only change for them this season is the improved MAGIC Mk.2. It's effective in shutting down Forenia's armored air transport, and bombers, but this doesn't make as much of a difference when trying to get into ground Forenia already owns. It's also a far cry from actually projecting air power of their own- something which may be necessary to overcome Forenia's shore defense of Overcompensator guns, and the weight of industry behind them. Spearheads used for bombing, as well as Warhog or Man'o'war bombers, are still somewhat limited in effectiveness by Forenia's superior fighters.

Forenia holds their ground. [Cannala 0/4, Forenia 4/4]

The Battle for Titan:

Attacking: Forenia

Titan provides more wide open spaces, but this exacerbates Cannala's range advantage with armored vehicles. Forenia's new landers are a boon but with the loss of their more unique advantage, air transports, Forenia is at a loss here.

Cannala holds the line. [Cannala 2/2, Forenia 0/2]

The Battle for the Mt. Konstantin

Attacking: Both

Like the last time there was fighting in Mt. Konstantin, Forenia's better sniper rifles (more specifically, better optical sights, though still Expensive and not amazing in quality overall) and mobile Sarukh artillery gave them an advantage fighting over the mountainous terrain. Their Salamander APC's, which are sometimes defended against infantry attack by their Blood Eagle ERA, are effective as well. Forenia's truck-mobile radar also makes it easy to get radar visibility from difficult-to-reach locations in the mountains, bolstering Forenia's air defence.

Forenia holds ground. [Cannala 0/2, Forenia 2/2]

Events outside the War:

The Outside World:

Japan attacks the British in Ceylon (modern Sri Lanka) in an air raid, sinking two cruisers. Tokyo is attacked by B-25 bomber in the Doolittle Raid. The Luftwaffe bombs Exeter in Britain, as retaliation for the Bombing of Lubeck. Continuing this theme, Britain bombs Cologne, in the first raid with more than 1000 bombers, displacing or killing thousands of German families. The Japanese advance continues until the Battle of Midway, a decisive naval loss for Japan in which they lose four aircraft carriers, crippling their entire navy. Around this time, Japan also invades the Aleutian islands (an American territory) and attacks Australia with submarines.

Disney releases Bambi in theaters. In Germany, the Reichstag meets for the last time, dissolving and officially proclaiming Hitler "Supreme Judge of the German People", with total and absolute power. The Anglo-Soviet treaty of 1942 is signed, promising a formal alliance between Britain and the USSR for the duration of the war and twenty years after.

Local Events:
The Secret Police have arrested 10ebbor10. Several government officials involved in a transfer of production machines to Arstotzkan rebels have also been arrested. There are rumors that the rebellion still exists, and is being supported by Cannalan resources, but hopefully further theft from Forenia itself will not be a problem. In political news, Forenia has rejected Germany's request to deport its Jewish citizens. Himmler himself received a bevy of letters from different members of Forenian parliament, some politely declining, some declining with incredible rudeness, several death threats including a threat to strap him to a rocket, as well as one letter agreeing to support his cause, which was signed anonymously. He graciously has decided not to recommend that Hitler end his alliance with Forenia over this, as extremely turbulent politics are simply a part of Forenia's nature. However, Forenia will not be provided with a research credit.

In Cannala, the secret police have arrested Slick. El Presidente (people are beginning to stop referring to him as Presidente Charpes, perhaps a sign that they're beginning to accept him as their 'real' president) has passed the Juraki Protection Act, explicitly forbidding future laws which might specifically limit the rights of Juraki citizens. This is basically a formality since Cannala already denied America's request to detain its Juraki citizens, and the rights granted to any citizen of Cannala are dubious at best, but it's still a controversial move. Rum prices remain astronomically high and many people feel the Juraki as a whole are to blame. Without a foothold on Forenian soil, the "discount imports" industry is also in a slump. Fortunately, the economy is somewhat propped up by a steady inflow of British and American money from licensed technology, including jet turbines.

Propaganda Contest

The higher ups have decided it would be a good idea to rally for support from the universities in larger countries within their alliance. To do this, there will be a propaganda drive focusing on the quality of your engineering. Make a poster or short essay (500 word max) showing why one of your pieces of equipment is far better than its equivalent used by the enemy army. One entry per person max. Remember, brevity is the soul of wit! Your arguments don't necessarily have to be entirely fair or accurate, as long as they're not apocryphal. The single best entry will earn its team a Research Credit. Good luck!

Note on Secret Activities:
I'll be re-auditing secret society memberships, and capability to carry out actions based on the number of active members. I may PM people to confirm their loyalties.

Turn 19, Commence!

You may now begin voting for your design phase! Perhaps next turn someone will gain ground!
« Last Edit: November 18, 2017, 12:55:29 am by Sensei »
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Zanzetkuken The Great

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Re: Intercontinental Arms Race: Winter 1942 (Design Phase)
« Reply #5428 on: November 17, 2017, 04:50:14 pm »

So, finally design a new, bigger tank in order to finally knock out the advantage their armor is showing in breaking our shit, and a revision of flares to basically dead-end everything they can do with missile tech, as ones that can deal with it weren't able to be made til the 80s?

Edit: Here's the [Expensive] limit for us to build up to:
8 Ore (1 Mn/Al), 4 Oil
6 Ore (1 Mn/Al), 6 Oil
7 Ore (1 Mn/Al), 5 Oil
6 Ore (2 Mn/Al or 1 Ti), 5 Oil
6 Ore (3 Mn/Al or 2 Ti or 2 Mn/Al, 1 Ti), 4 Oil(edited)
« Last Edit: November 17, 2017, 05:03:45 pm by Zanzetkuken The Great »
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Kashyyk

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Re: Intercontinental Arms Race: Winter 1942 (Design Phase)
« Reply #5429 on: November 17, 2017, 05:30:53 pm »

Flare Rollout
The main focus of the design is the flare, effectively a small rocket designed to burn very brightly, and for a long time when fired. This has a number of uses, including non-radio signalling, night-fight illumination and as MAGIC countermeasures. Thry can be fitted from handheld flare guns, as mortar and artillery rounds or in a burst to confuse enemy heat-seeking missiles.
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