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Author Topic: Intercontinental Arms Race: Finale  (Read 602886 times)

evictedSaint

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Re: Intercontinental Arms Race: Summer 1945 (Strategy Phase)
« Reply #7080 on: July 30, 2018, 11:03:05 am »

(6) Tereshkova Jungle: Powder Miner, ConscriptFive, Madman, NAV, NUKE9.13, Cnidaros
(6) Plains Island: NAV, Powder Miner, ConscriptFive, Madman, NUKE9.13, Cnidaros
() Titan:
() Vlanlados Antarctic Colony:

(4) Attempt to use The Death Balls for mine clearing: NAV, ConscriptFive, Madman, eS

Withhold the Garm?
Hide it! (5): Jilladilla, McHuman, NUKE9.13, Kot, eS
--Name it "Operation Not An ICBM" (1): eS
Deploy it! (2): NAV, Cnidaros

Sensei

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Re: Intercontinental Arms Race: Summer 1945 (Strategy Phase)
« Reply #7081 on: August 07, 2018, 01:47:07 am »

Battle Report 29: Summer 1945

A wiki, for real this time: I've been somewhat wanting a single place to keep all the Arms Race lore and information that's stored across multiple threads and isn't easy to find, and now that the Forenian equipment list alone has exceeded the 40,000 character limit for a Bay12 forum post, my hand has sort of been forced. The other website I was using was neat but it wasn't really up to the task of storing all the information I wanted in an easily accessible way. Now, there's the Arms Race Wiki. I'll be shortening a lot of descriptions for weapons down and including a link to a wiki article with the full description, as well as potentially a history of revisions and comments on its usage and performance. I hope this will make it a lot easier for newcomers to understand, since really getting an idea of what role a given weapon serves and how well it does so can involve reading a lot of snippets from battle reports, and additionally, they can include links to other equipment referenced in designs. This will be especially true if I decide to run yet another game after this one. Additionally it can serve as a repository for a variety of other lore, details, and fun stories which make up the setting and are currently spread across six different forum threads. Any help filling out the articles, especially the ancillary details on weapon articles, is appreciated, though I hope to slowly fill these out as I go. For now many of the articles will be placeholders with just the description of the weapon so I can focus on getting the turn done.

I will also be posting the full description of every new weapon in the thread at least once, so if anything bad happens to the wiki, the game doesn't become completely illegible.

Regarding the Type 5 SMG: At some point, I removed the Juraki-made SMG used by the Cannalans from their arms list, noting that it was ineffective due to a lack of reliability. I'm not sure where I got that in my head at the time, but it doesn't line up with previous battle reports. It was a quite beneficial weapon for the Juraki during the Turbados war and would serve a role in the current war as well, despite noted occasional jams. So, I will be returning it to the Cannalan arms list. I will also hold the Quickfire Shotgun is somewhat better consideration: Even with its jams, it's better performing than the Forenians' shotgun, a double-barrel breech loader, which is slow to load anyway. This is more consistent with previous battle reports. The final result of this is that Cannala is on close to equal footing with Forenia at close range, although Forenia's SMG's are still better.

New Equipment:

The Forenians, in a move I predicted they would take three or four years ago, have finally made a proper heavy bomber. The UFAF-HAFB-45 "Iceberg" is a flying boat (with landing gear as well, though it needs a long runway) powered by four jet engines, above the wings, with a large crew cabin and a single rear gun turret. It can carry a 16 ton payload, with some combination of up to 12 tons in the rotating-rack bomb bay, two four-ton wing hardpoints capable of holding Saltseekers, and two additonal one-ton wing hardpoints. As the High Altitude Fast Bomber name implies, its flight characteristics are optimized for high speed travel, and accordingly it isn't very maneuverable. For their revision they've made the UF-GARM-45 "Garm", an anti-radiation missile, that is, a missile which seeks enemy radar signals. Its design, derived from the Saltseeker, limits its ability to control its altitude, and it's really only useful for targeting ships and shore radars.

The Cannalans also made an anti-radiation missile this turn, spending their design action on the M1944 High-speed Anti-Radiation Missile (HARM) "Foul Play". The HARM has a lot nicer spec sheet than Forenia's GARM, it flies at a given altitude and actually noses down for enemy radar signals. In addition, it can be tuned to Hornet radio frequencies and it a little bit better at picking them up than the Barracuda, allowing it to fill the Barracuda's role. For their revision, they made the M1944 Night Vision System "Torch" which is an improved light-amplification system. Like the Aswang it electrically amplifies light which strikes the objective lens, but it is considerably more sensitive and can make an image from moonlight alone. It can also be used with traditional IR lamps, in which case it produces a better image than the older systems.

The Forenian Army currently has the following equipment, not including legacy equipment which can be found near the OP:
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Re: Intercontinental Arms Race: Summer 1945 (Strategy Phase)
« Reply #7082 on: August 07, 2018, 01:48:16 am »

The Cannalan army currently has the following equipment, not including legacy equipment which can be found near the OP:
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Re: Intercontinental Arms Race: Summer 1945 (Strategy Phase)
« Reply #7083 on: August 07, 2018, 01:49:00 am »

The War This Turn:
This season, both sides are attempting to gain ground on Tereshkova, as usual. Cannala also will be attempting to wrest Vlanlados out of Forenian control again, for the Uranium there. Forenia will be attempting a shore landing, which they haven't done in a while, on Saint Oros, the plains island.

The Battle at Sea
It's mostly about missiles, again, at sea this season. Both sides' anti-radiation missiles are demonstrated. The Cannalan HARM, unsurprisingly, works much better, as the the extremely low cruising altitude of the Forenian GARM (which does not even change altitude upon seeing the target, so much constantly fly no higher than the radar array being targeted) but they both essentially fill roles already being served by active radar homing missiles, except for the occasionally-useful advantage of working better near background clutter, such as land.

The bigger actual difference is Forenia's Iceberg bomber. It's capable of carrying two Saltseeker missiles, to the Vengeful Charlotte's one, which the Forenians hope will allow them to put the firepower they need to seriously damage Cannala's ships in the air. It is, in fact, effective- the ability to drop two anti-ship missiles, each likely to destroy a ship on its own (or at least, very likely to hit at least one ship between the two of them), on a fleet can be devastating. While the range of the Saltseekers means a Forenian jet must get far closer to the Cannalan naval targets than vice versa, the general Forenian air advantage afforded by their faster fighter jets makes up for this. The Iceberg is no slouch either, reaching speeds on its own which are only a little slower than Cannala's Spearheads, making interception difficult and time-consuming. Its rear turret was a wise choice. If they've not managed to get in front of the Iceberg, which requires early warning and some luck, a fighter following up from the rear needs to get within a mile and a half or so just to be in Balefire missile range (the missile will have traveled its full three miles by the time it reaches the target). The turret, operated by a skilled gunner, can be a threat from that range, occasionally claiming kills and warding off Cannalan pilots from closing for a better shot. The movement of the two aircraft works in the Iceberg's favor just as it works against an attacking Spearhead or Javelin. On the other hand, the UV-reflecting paint doesn't seem to do much to ward off missiles, making flares the main defense if a missile is locked and fired. Plus, unlike with Forenia's traditional tactics which involve the slow, low-flying Haast, the Iceberg can stay at ranges where anti-air fire such as from Cannala's Seaweed cruisers is impossible.

On the other hand, the expense of the Forenian Iceberg bombers as well as their Saltseekers works against them- despite the benefit of it carrying two missiles, Vengeful Charlottes still carry a greater number of their Stingray missiles into sorties. That might not be a deciding factor on its own, but General Cortez's superior tactics help to keep Cannala superior at sea.

Missile combat hasn't completely erased conventional battles either. Part of this is because even with Cannala having cheap missiles, their ships aren't well suited to carrying them, and the Forenians are in a similar situation. The lack of dedicated missile positions on ships means that some of the most effective weapons in use right now are just awkwardly retrofitted in, wherever there's space. After initial blows are dealt at extreme range, fleets will often close in to fight, or chase one another around if the losing side tries to retreat.

Cannala has an advantage at sea

The Battle for Vlanlados
Attacking: Cannala

Cannala is trying for a do-over of their Barracuda missiles with the Foul Play. This time, the primary tactic is to seek out Forenian radar sources. It can be launched from a ship (taking advantage of Cannala's sea advantage for reliable positioning) or a truck, and fly for miles before finding a Forenian radar source, such as a radar truck or Garlic anti-air vehicle with its radar activated, then home in on it and usually hit somewhere in the general vicinity, with the collective explosive power of more than two dozen Nightstorm artillery shells hitting the same spot at once. This is enough to devastate a fortified position. Of course, the Forenians can avoid it with a little warning, sometimes even the crew of a radar installation can shut the radar off just upon seeing the missile, before it vectors towards them. When they do so, of course, they've created a gap in their radar coverage, which is beneficial to the Cannalans. This allows Cannala to reliably suppress the use of ground radar in an area for a short time, which is a major nuisance. Luckily for the Forenians, they're recently begun to widely deploy radar-equipped aircraft which aren't vulnerable to the missiles, so they aren't completely reliant on ground radar, but the expense of these aircraft still means that this makes a difference. The Foul Play missile can also home in on a Hornet target painter signal, and more reliably than the Barracuda, effectively supplanting that missile's role. It's still not extremely reliable, the Hornet target painter is still a weak radar source, but it's an improvement and makes this sort of targeted artillery strike an option. While Forenia's common artillery, the Artemis missile truck, still outperforms Cannala's cannon trucks, these cruise missiles give Cannala a unique advantage of their own so that both sides have perks to their artillery.

The Torch night vision system is first deployed here, but the weather of Vlanlados makes it less than ideal. On occasion some valuable intel is gathered by its long visible range on clear nights, allowing Cannalans to see the Forenian positions and strategically position themselves under cover of darkness, but most of time it's overcast, which means the Torch is only an incremental improvement over the Aswang II, as it must still rely on bulky infrared spotlights with a limited range, which are vulnerable to a Garlic's IR sensors.

Forenia fights back with more bombs. Their Iceberg bombers land in the water near Vlanlados (fortunately, there's not too much ice in the water during the summer so they don't have to encounter their namesake), and from their launch sorties with many tons of bombs. They have a pretty good survival rate, as discussed in the sea battle report, and they can fly at speeds and altitudes which make defense against them by way of cannon fire very difficult (if the weather permits them to see their target from up high). Their favored choice of ordnance is still the Firecracker bombs, which spread over a considerable area. An entire load of these at once can render a surprisingly large swath of land completely inimicable to human life, and even tanks for that matter, for a short time. While saturation bombing has been a common tactic in the rest of the world, Forenia's application of it is a first for the archipelago, and the successful application of a large, modern bomber such as the Iceberg can be a game-changer on the tactical scale. It's lucky for Cannala that these aren't less expensive.

The battle continues in Forenia's favor.

Forenia holds Vlanlados. [Cannala 0/1, Forenia 1/1] Men continue to work the mines, although Forenia has ceased stockpiling any more Uranium in their homeland for fear of its harmful effects.

The Battle for the Tereshkova Jungle
Attacking: Both

Forenia was victorious here last season, and unfortunately for Cannala, neither of their two new designs this season are massive changes. The widespread tree cover makes the Torch's starlight system generally ineffective, so despite its somewhat better range, it's still pretty much where the Aswang left off: capable, with some difficulty, of getting infantry moving around in the dark, but with the risk of being revealed by a Garlic it's not so great for daring night raids of Forenian encampments any more. The Foul Play can destroy Forenian radar positions, but it's not use with the Hornet target painter is ineffective due to tree cover. The Foul play is also effective in destroying or suppressing Forenia's Noose Ground-Air-Missiles. This is somewhat redundant since Forenia has superior fighter cover to secure their air advantage, but it will be valuable to Cannala if they ever have an air advantage and need to press it. Notably, a Vengeful Charlotte bomber can deliver a Foul Play missile from outside Noose range, making it effective in a SEAD (Suppression of Enemy Air Defenses) role, capable of preventing Forenia from using their anti-air weapons while itself being in the air.

If destroying ground radars would guarantee that Forenia's Iceberg bombers were flying blind, it might have given Cannala a serious advantage against them, but the Iceberg itself has a radar system to keep it (and any nearby fighter escorts) aware of threats in the area. Forenia's icebergs firebomb their way through the jungle. If the fighting keeps up like this, sections of the jungle may turn to only scorched wasteland.

Forenia advances. [Cannala 2/4, Forenia 2/4]

The Battle for Saint Oros
Attacking: Forenia

Having successfully driven the Cannalans back from their homeland, the Forenians set their sights on Saint Oros, the wide, grassy island which the Cannalans have held for four years with the strength of their navy since their initial invasion. Now, of course, the Cannalans have an advantage at sea again, thanks to superior anti-ship missiles, so the Forenians will be relying heavily on their air forces.

The initial assault begins with suppressing Cannala's shore defenses: batteries of both cannons, such as the Maretto, and Stingray missiles line the shore. This includes AA batteries with a sufficient volume of fire to prevent the approach of near-flying aircraft, such as a Haast using its cannons. Some of Forenia's anti-radiation missiles, the GARMs, are deployed, but the low, flat beaches prevent Cannala's radar installations from being vulnerable for the most part, although some hit ships including the Seaweed AA cruisers which are a thorn in Forenia's side. The radar-seeking GARMs have no problem distinguishing a valid target from a landmass, which is an issue for Saltseekers. However, there's nowhere near enough firepower on the sea surface. Fortunately, Forenia has a confident air advantage, using their extremely fast VV-Frightening fighter jets to systematically hunt down opposition, and relying on countermeasures to mitigate the range advantage granted by Cannala's Balefire missiles. The bulk of the damage to shore defenses is delivered by the Iceberg bomber, which is ideal for the role, and the Haasts return to the fray for more precise attacks once the most concentrated AA batteries are softened.

Once this is done, and the Forenians have suffered their initial losses in the fighting including an occasional bomber which has had several missiles fired at it by a Stingray, the bulk of the forces can move in. Paratroopers make up a disproportionately large part of Forenia's vanguard, but their weapons are somewhat limited. Men drop alongside Salamander and Garlic APC's, armed with AS-AR34's as their primary armament, with a mix of heavier weapons- M3 Sorraia's for machine guns, and Horsekillers for anti-armor. These are sufficient to take on Cannala's M3-chassis vehicles, the Raider and its variants such as the Firecracker anti-air gun and Firebrand artillery. The good performance of Forenia's infantry weapons at long range and the advantage of their Salamanders of Cannala's raiders serves them well here. They can even defend themselves against Chupacabras. However, up against anything heavier, such as an Armadillo medium tank (yes, those are still around) or a Bull, they're under-equipped. Carefully-positioned shots with the Horsekiller and skullduggery with anti-tank mines will only get you so far, when the enemy can win using more expedient tactics such as "move forward and shoot at them."

Once the paratroopers have made their initial assault, most of them are suppressed by heavy armored vehicles or stymied by concentrated defenses. At this point, they're waiting for the cavalry to arrive: Bjorn Main Battle Tanks. This is an issue. First, Forenia's Very Expensive tanks have suffered from attrition in the sea battles just getting here, Cannalan attacks and mines have taken their toll. Then, there are issues with the landing craft themselves. Forenia's "Wooden Spear" landers leave much to be desired. A couple begin sinking more or less on their own and have to be abandoned. Once actually, finally, on the beaches, some of them get their doors stuck closed in the sand. Captains back their landers up to try again, or order their crews to frantically shovel sand to give the doors more clearance- all while being shelled or counterattacked by Cannalan armor and 'pteros. The final result is that Forenian heavy armor, which would normally be better than their Cannalan opponents, arrive too few and too late.

Cannala also has a few advantages. Their Hornet missiles perform well in the open fields, and their Torch sights allow infantry to spot for artillery at night, for 24-hour shelling.

Cannala gives no ground on Saint Oros. [Cannala 3/3, Forenia 0/3] Cannala has the initiative: If they attack, the battle will take place in Forenia.

Events outside the War:

The Outside World:

The Allied advance continues closing in on Germany, and the Soviet Union occupies Warsaw, as other nations begin recognizing the legitimacy of their Polish puppet government, the Polish Committee of National Liberation. In America, Franklin D. Roosevelt is sworn in for his fourth term as President, while in Germany, Hitler begins residing in a bunker. Auschwitz is evacuated in the face of the Soviet advance, leaving behind thousands of prisoners too sick to move for the Soviets to discover. Hungary agrees to an armistice with the Allies, terminating their alliance with Germany. The war continues in the Philippines as well, with American forces driving the Imperial Japanese Army out of Manila. The American a British air forces bomb Dresden, killing an estimated 25,000 civilians. The Americans continue their advance in the Pacific, capturing Iwo Jima after a large battle. Finland and Turkey, not wanting to be left out of the list of victorious countries, join the Allies in war against the remaining Axis powers. By the end of the season, the Allies are clamping in on Germany, with Russians pushing the German forces out of Hungary and into Austria, and the western Allies crossing the Rhine at Ludenorff Bridge. Tokyo and Kobe are firebombed in Japan, and Berlin is bombed as well.

Local Events:
In Forenia, a reactionary pro-capitalist vote (supported largely minor-issue parties such as PAROI and FSDAO) has made the National Forenian Bank an independent entity from the government. The duties of minting currencies and issuing and buying government bonds have been separated into the new Ministry of Finances, but the bank exists as a for-profit entity on its own now, making loans at exorbitant interest rates available to every Forenian citizen who has property that might be taken as collateral. Actually, since the bank was operating well enough before, it's unclear how this exactly benefits citizens. The Forenian Communist Party has already tried passing a bill to re-nationalize the bank, but it didn't pass, being immediately in the wake of the bank being made independent. They have at least agreed to a resolution to tell the Russians that the Forenian National Bank has always been an independent entity, if they come around asking about it. In other news, Gottfried Q Wolfram, the German aeronautics engineer who helped in the design of the VV-Frightening fighter jet, has had his home destroyed in an Allied bombing raid, which "appears to have been narrowly targeted" according to the Forenian Times' remaining German correspondent. Some members of the Forenian Engineering Ministry were, reportedly, "enthusiastic" upon hearing the news.

In Cannala, a TORCH-led corruption investigation of Rumton Casting & Milling Company has revealed that after they were awarded the contract to manufacture the Juraki Type-5 SMG, they used inferior metals and cut corners (sometimes literally) in manufacturing to save costs, and blame the resulting unreliable weapons on the Juraki design. This is why Cannalan soldiers in the field found their Type-5's to be so useless. The anti-corruption committee found the differences pretty quickly when they compared the Cannalan-made guns with some JDM ("Juraki Domestic Market") versions found in a Juraki antique shop. The owner of Rumton C&M, a man named Rainerio Rojo, fled the country when he was summoned to before the House of Brothers to explain himself. After forming a lawsuit against him in absentia, the Cannalan government seized all of the company's assets, and handed a contract for Type-5 SMG manufacturing to a fledgling company called New Juraki Armory, owned and operated by Juraki businessmen in the city of Juraki. The choice to give a valuable government contract to the Jurakis without taking bids was controversial, but the resulting guns work reliably. Cannala has gained an expense credit from seizing Rumton C&M's assets.

Turn 30, Commence!

You may now begin voting for your design phase!
« Last Edit: August 07, 2018, 02:30:15 am by Sensei »
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Zanzetkuken The Great

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Re: Intercontinental Arms Race: Spring 1945 (Design Phase)
« Reply #7084 on: August 07, 2018, 01:58:51 am »

Missile Cruiser Design with a revision to cheapen or otherwise improve missiles, anyone?
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Re: Intercontinental Arms Race: Spring 1945 (Design Phase)
« Reply #7085 on: August 07, 2018, 02:02:27 am »

Vertical launch systems for it?
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Re: Intercontinental Arms Race: Spring 1945 (Design Phase)
« Reply #7086 on: August 07, 2018, 03:16:25 am »

Project Liberation

A number of devices and techniques have been used to try and purify mined uranium into the more fissile U-235.  Early attempts at rocket powered centrifuges and using tigers to "scare" the uranium have been abandoned in favor of a gaseous separation process.  Uranium is combined with fluorine then diffused as a gas across a membrane, producing a mix with slightly more U-235 isotope.  A vast facility has been named the Tiger's Cage which contains hundreds of separators linked together.  When passed through a series of these chambers the concentration of Uranium isotope 235 can be increased to at least 85%.  The purified isotope is then formed back into a solid metal for use in an explosive device.

Kpkdktswnw2018

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Re: Intercontinental Arms Race: Spring 1945 (Design Phase)
« Reply #7087 on: August 07, 2018, 06:16:10 am »

Submersible launchers dropped from Icebergs into the sea that have radar. When something enters their radar range they shot missle at it. Something like big cylinder with only radar antenna over water. Alternative use would be putting then on the ground into the holes along border/beach as automated first responde system/makeshift radar( maybe able to connect to normal radars as support and get additional data from them?)
« Last Edit: August 07, 2018, 06:28:02 am by Kpkdktswnw2018 »
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ConscriptFive

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Re: Intercontinental Arms Race: Spring 1945 (Design Phase)
« Reply #7088 on: August 07, 2018, 07:06:23 am »

UFS-DDG-45 'Onegin' Guided Missile Destoyer

Named in honor of the war-hero Artyom Onegin, the 'Onegin' is a lightly-armored guided missile destroyer.  The primary armament is a single-arm SAM launcher, with a modest magazine of Noose missiles.  This AA capability is supported by a dedicated air search RADAR and two Sewing Machine turrets on the fore and aft deck.  Primary anti-ship armament are 6 oversized 650mm UF-TPD-45 'Orca' torpedo tubes, (upsized from the high-tech but underweight Dolphin torpedoes.)  This is augmented by a single-arm ASM launcher, with a modest magazine of Saltseeker missiles.  The bow deck is dominated by a single-barreled version of the 150mm autoloading cannon from the Cataphract cruiser.  The traditional anti-boat role of the destroyer in further bolstered by the aforementioned two Sewing Machine turrets.  Several rail mounted pintels amidship allow the manning of crew-served weapons, such as Velociraptor autocannons or LMG's, for additional close combat capability.  Davits on both sides amidship also allow for the launch and recover of two aluminum hulled 6 m-length motorskiffs for search & rescue, boarding, or other special operations.

This should clear the waters and skies for a sub next turn.  The 650mm torpedo tube is actually a thing on present-day Israeli "Dolphin" subs.  The oversized tube allows launching SOF swimmers with minisubs as well as guided missiles from submerged submarines.  (They've actually even launched Tomahawks through those things! https://en.wikipedia.org/wiki/Dolphin-class_submarine)  I put it on the destroyer, so we wouldn't have to develop it for the sub.  I added the motorskiffs for SOF as that's something that would never get voted as a standalone.  Per critiques, I added in an ASM launcher and set the missiles magazines as 'modest' for GM's discretion.
« Last Edit: August 08, 2018, 06:34:43 am by ConscriptFive »
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Kashyyk

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Re: Intercontinental Arms Race: Spring 1945 (Design Phase)
« Reply #7089 on: August 07, 2018, 07:14:33 am »

Add a launcher for SaltSeekers and you'll have my vote.
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Re: Intercontinental Arms Race: Spring 1945 (Design Phase)
« Reply #7090 on: August 07, 2018, 07:39:19 am »

We absolutely need a missile cruiser capable of launching Saltseekers.

Could name it after Bogdanov, the PAROI hero.
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Re: Intercontinental Arms Race: Spring 1945 (Design Phase)
« Reply #7091 on: August 07, 2018, 07:52:36 am »

Is it really a DDG if it can't launch ASMs?
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Re: Intercontinental Arms Race: Spring 1945 (Design Phase)
« Reply #7092 on: August 07, 2018, 08:07:36 am »

It needs saltseekers.

Additionally, it may benefit from balloon radar, either passive or active; a radar receiver on a weather balloon that can be towed above and behind the ship to give it a greater range than traditional surface ships.

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Re: Intercontinental Arms Race: Spring 1945 (Design Phase)
« Reply #7093 on: August 07, 2018, 08:15:51 am »

I thought we agreed to hide the GARM? Anyway, seems like the Cannalans did it too, and better than us. Though that might have been their design instead.

I also thought we should have sent the excess Uranium to the Soviets for ore, but I guess I forgot to include it in the votebox. And speaking of which, pretty sure that it's supposed to be the Soviets sending us ore, not the soon-to-be wiped out Axis.

Yeah, I'm pretty sure making a guided missile destroyer solely for the Nooses isn't quite worth it.

UFS-CG-45 'Bogdanov' Guided Missile Cruiser

A guided missile cruiser based off the Cataphract cruiser and about the same dimensions, but foregoing the heavy manganese alloy armour and citadel armouring scheme in favour of Light armour throughout, hopefully increasing its speed. It replaces the 3x3 150mm gun armament with 3 double mount Saltseeker launchers, and carries two sets of reloads, situated for fast reloading onto the missile mounts. Two slightly different Deadliest Ray Radars are included in the superstructure: one specialised for naval search and the other for aerial search, to assist both targeting of Saltseekers and situational awareness of the battlespace. Anti-aircraft defense is provided by two Noose SAM launchers to port and starboard, each with a magazine of 10 Noose SAMs, and two Sewing Machine turrets, mounted on bow and stern. Additional stations are placed for Velociraptor autocannons where space can be found along the rails. The Bogdanov is equipped with our standard countermeasures against Cannalan missiles, such as flares and chaff, located around the perimeter of the deck. In its bow, the passive sonar array of the Whalesong mine is combined with a ping generator into a crude active sonar for anti-mine avoidance.

Or alternatively, if you all want something 100% immune to Cannalan SAMs, because that was a pretty big hint to both sides to make missile ships:

UFN-SS-45 Archer II

The Archer II is a vessel that builds on the tradition of the old Archer Destroyers, albeit by sinking intentionally. It's Forenia's first proper submarine, using a strengthened pressure hull and ballast tanks to sail safely beneath the waves, with bow planes for quicker diving and stern rudders to steer. It features a double-hull design, with a cigar-shaped inner pressure hull to withstand the pressures at depth and a streamlined, ship-shaped outer hull, allowing it good speed and better seakeeping on the surface. The Archer II has dual diesel-electric propulsion depending on whether it's surfaced or submerged, based off the diesel-electric engines in the Vodka.

It's armed with a load of up to 14 torpedoes, fired from 4 bow and 1 stern 600mm torpedo tubes, with its intended role being to sneak up and put torpedoes into Cannalan ships. As part of the design, a new torpedo, the UFN-TPD-45 'Whale' is developed. The Whale is a naval torpedo retaining exactly the same magnetic detonator and gyroscope-assisted running of the old Dolphin Torpedo, but upsized to a 1.5 tonne weight with a 350 kg explosive warhead and improved range. The torpedo rooms are designed with extra space to accommodate the larger 'Whale' torpedoes.

On deck, its conning tower features a periscope for stealthy observation, as well as an extensible radar mast for long-range detection. Short-range however, it relies on an active sonar in the bow to seek out and target enemies, developed from the passive sonar of the Whalesong mine. It doesn't have any on-deck weapons, forgoing these in favor of a more streamlined design for speed. Instead, emphasis is made to improve its crash-diving speed, with features such as fast-flooding ballast tanks and pitchable bow planes, should the Archer II come under aerial attack. If there is time, a snorkel is developed to allow the Archer II to recharge its batteries when submerged at slow speed. Variants of the Archer II may also serve as special forces transports if the torpedo armament is stripped out.

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(0) UFS-DDG-45 'Onegin' Guided Missile Destroyer:
(1) UFS-CG-45 'Bogdanov' Guided Missile Cruiser : Cnidaros
(0) UFN-SS-45 Archer II:
« Last Edit: August 10, 2018, 08:05:41 pm by Cnidaros »
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evictedSaint

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Re: Intercontinental Arms Race: Spring 1945 (Design Phase)
« Reply #7094 on: August 07, 2018, 11:32:11 am »

Quote
UFS-GMC-45 "Outmatch" Pattern A

The United Forenian Ship Guided Missile Cruiser 1945 "Outmatch", Pattern A.

Although similar in size to the Cataphract, the Outmatch differs from its predecessor in a few key areas.  Armor is downgraded to Light and Thin throughout the ship, cutting Ore costs to make up for the rise in Oil the armament will incur. 

Secondly, artillery turrets are reduced to two small 150 mm emplacements on the bow and aft of the ship, featuring electrically driven rotation, integrated firing control, and the autoloading elevators from our previous ships.  The other artillery emplacements are taken up by two 3-mounted Saltseeker launchers (total of six) for long-range anti-ship capabilities.  A similar 3-mount launcher is equipped with Garm's, and two Noose GAM's are mounted on the port and starboard sides, each of which are flanked by two Sewing Machine emplacements as CIWS.

Thirdly - new toys.  The Chaff and Flare packages receive a larger launching charge to throw disruptive countermeasures higher (for greater and longer effects) as weight is not as big a concern for ships as it is for planes.  Additionally, the passive sonar array from our Whalesong is integrated into the keel of the ship, along with a ping generator to enable active sonar use.  Lastly, net mountings are available for anti-mine operations.


Cannala is obviously going to be making a cruiser this turn too, so ours has to have more bells and whistles or we don't get an advantage.
« Last Edit: August 07, 2018, 11:24:06 pm by evictedSaint »
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