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Author Topic: Planetary Arms Race - Moerth, Strategy Phase 2212  (Read 38073 times)

10ebbor10

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Re: Planetary Arms Race - Moerth, Strategy Phase 2210
« Reply #315 on: May 30, 2017, 09:17:51 am »

Alternatively, we design the most deadly thing on the battlefield, artillery.

A light artillery system, likely an oversized bolter, mortar or a piece of rocket artillery, could bombard any fortified enemy position, thus solving the issue of the enemy snipers, as well as putting the enemy on the back foot just as much as when they invented guns. In addition, it's much easier to make a light piece of artillery than to make a light vehicle.
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Madman198237

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Re: Planetary Arms Race - Moerth, Strategy Phase 2210
« Reply #316 on: May 30, 2017, 09:24:03 am »

Much more useful, as well. If we include some neat addition like railguns instead of gunpowder or rocket propellant (Not a larger bolter, basically), we might get usable space technology as well.
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10ebbor10

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Re: Planetary Arms Race - Moerth, Strategy Phase 2210
« Reply #317 on: May 30, 2017, 09:32:54 am »

Not making it a big bolter kind of ruins my plan of making it easy by making it a big bolter.
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Draignean

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Re: Planetary Arms Race - Moerth, Strategy Phase 2210
« Reply #318 on: May 30, 2017, 09:54:52 am »

If we could upscale the bolter, we also overcome some of the issues we had with improved tracking on the infantry models. Indirect fire rocket systems have a long and storied history of being faster, lighter, and with better alpha-strike than conventional artillery.

However, at this moment I think it might behoove us to work on our sensors. Our ships rather desperately need a sensor upgrade. The right kind would also give us a substantial advantage on the ground- finding their snipers and allowing us to out-maneuver instead of outgun.

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Fight for A2 (3): Nuke9.13, Nirur Torir, Draignean
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Re: Planetary Arms Race - Moerth, Strategy Phase 2210
« Reply #319 on: May 30, 2017, 04:15:26 pm »

However, at this moment I think it might behoove us to work on our sensors. Our ships rather desperately need a sensor upgrade. The right kind would also give us a substantial advantage on the ground- finding their snipers and allowing us to out-maneuver instead of outgun.
I would rather get better mobility or artillery before sensors, but night-vision would let us attack easily. Bonus for them needing the time to suit up before defending.
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Chiefwaffles

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Re: Planetary Arms Race - Moerth, Combat Phase 2211
« Reply #320 on: June 01, 2017, 01:27:48 am »

Combat Phase of 2211

Our burgeoning fleet at A2 sees action with multiple Amaokian vessels this year.

Over A2's barren landscape, the MSS Iliad's radar picked up two Amaokian vessels - their mini-carrier and an ITC. The IMW accompanying the MSS Iliad lacked any kind of radio to communicate with the Iliad, but eventually picked up on the ship's actions through a series of visual cues we quickly developed for the mission.

The battle began predictably. As the Iliad began turning to reach optimum firing angles, Amaok's fleet scrambles its fighters. Three fighters this time - one from the ITC. While this is happening, the IMW is still lagging behind and attempting to catch up.
Two of Amaok's fighters open fire, with three out of four missile hitting the Iliad before it even has a chance to open fire. The Captain of the Iliad attempts to down a fighter, but we just have a missile barely missing a fighter. The missile strikes cripple the Iliad, rendering many of its maneuvering thrusters nonoperational. According to the vessel's Chief Engineer, they simply hit a rather critical fuel tank. There were some casualties, and the Iliad was virtually useless for the rest of the skirmish as it couldn't turn to engage.

With no missiles left, the fighters begin to either turn back or go into the atmosphere. We don't know what exactly they were doing because it was just now that the IMW reached range and unleashed its volley. The missile pod Mk 3 was of huge help here, as the missile swarm was uncanny in its actions. Missiles hit both of the fighters while the rest of the volley headed for their mini-carrier, destroying it with three confirmed hits.

But as the IMW reloads, their final fighter closes in. The fighter ignores the crippled Iliad and instead fires upon the IMW, destroying it before it can retaliate. The fighter escapes into the atmosphere along with another Amaokian ITC picking up troops while the Iliad makes field repairs. But once the repairs are done, we hold control of A2's orbit.

The Captain of the MSS Iliad is really appreciating how sturdy his ship is. Truly, the engineers have outdone themselves. But further upgrades to the missiles would be very useful, as would mroe mobility. Just like last year, the limited firing angles of the Iliad-Class's missiles combined with the ship's lack of mobility severely hurt our combat performance.
The orbit of A2 is under Moerth's control.
Moerth loses the IMW.


Even as the fighting in orbit was ongoing, Amaokian and Moerthi forces continued to clash on ground.

While the MSS Iliad makes field repairs to its thrusters, an Amaokian transport manages to sneak by and extract one of their Units off the planet. This happens while our own ITC drops off reinforcements. This turns out to be the deciding factor in the battle for A2 this year.

With the numerical advantage flip, we quickly start gaining ground. Amaokian forces consistently put up resistance usually in the form of their battle rifle killzones. But our Commander on A2 has the Suicide Run tactic return. Our forces, now aided by suppressing bolter fire, charge through their kill zones into close-range where we can easily eliminate any resistance. Without any new designs from Amaok, this trend continues for the rest of the year.

The almost-experimental bombardment from the MSS Iliad is present, but is also of little consequence to the battle. Very occasionally, we confirm a bomb hitting somewhere in proximity to their camps and fortifications, but at best it kills an Amaokian squad. The lack of lethality from the bombardments combined with how sparse having a missile hit anywhere near its target makes A2 nothing more than a test bed for orbital bombardment.

Our Commander here still wants some protection from Amaokian long-range fire. Either counter it offensively, defensively, or in some other creative way. The commander doesn't really care. He's not too fond of explaining the concept of the suicide run to new arrivals.
Moerth gains ground on A2. [A: 2/3, M: 1/3]


On the earthlike B2, the withdrawal of half of our soldiers puts a dent in the fighting.

As soon as Amaok gains wind off the removal of Unit 3 from B2, their forces start advancing on our fortifications. Initially, they make some headway. Their battle rifles help them engage our defenses on their own terms despite long-range bolter fire while the rest of their forces advance. But our Commander quickly finds a way to start engagements on his own terms. Through the tactical use of stealth and the landscape, our forces start engagements at close or medium range where our bolters reign supreme. In the jungles and forests of B2, our bolts topple trees and even set the occasional fire, routing Amaokian troops. The brush covers our soldiers from Amaokian marksmen.

But despite these advantages, we're still losing land. The guerilla-like fighting keeps them from effectively advancing and our camps and fortifications last days in sustained fighting before falling, but we're still losing. By next year there's no doubt that Amaok will gain land unless something changes.

B2's Commander is questioning the validity of a design focusing on stealth, or some way of countering their short range advantage. Really, there are many things that could be done to improve the situation here, they says in their report.
No side gains ground on B2. [A: 1/3, M: 2/3]


Nothing changes in the sea-based fighting on C2. Amaokian forces remain entrenched on the larger islands, and our efforts to retake them are fruitless. Our invading soldiers are simply picked off before they even reach the beaches, and when they do, the remnants are so sparse they're finished off in medium-range battles. Of course, when they try to invade our share of the planet, they're forced into close and medium range engagements where our troops can easily win. Overall, it's a stalemate. And it'll continue to be so until something here changes.

Both sides - Amaok and us - have withdrawn soldiers from C2, leaving the ratio of forces still roughly the same.

The Commander on C2 has heard about the possibility of a vehicle useful here. They'd really really like it if you did that.
No side gains ground on C2. [A: 1/3, M: 2/3]


On C1, our soldiers begin setting up camp and securing the planet without a problem. As long as we hold C2, there shouldn't be any complications at C1. In a couple of years, the place will be ready to mine at.
Moerth gains ground on C1. [A: 0/3, M: 1/3]


Amaok does something questionable, though. Before we started to gain land again at A2, Amaok landed soldiers on A1. Of course, now they're stranded and cut off from their supply lines, but they're still uncontested on the planet itself. Central Command isn't exactly appreciative of this development. Stamping it out should be easy, as without a direct line to Amaok, their forces are prime and vulnerable targets. We could easily wipe them out as long as they don't suddenly retake all of A2 next year.
Amaok gains ground on A1. [A: 1/3, M: 0/3]


Spoiler: Moerth Designs (click to show/hide)
Spoiler: Map (click to show/hide)

Spoiler: Production Lines (click to show/hide)
Spoiler: Units (click to show/hide)
Spoiler: Ships (click to show/hide)

It is now the design phase of 2211.
« Last Edit: June 01, 2017, 01:51:45 am by Chiefwaffles »
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

NUKE9.13

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Re: Planetary Arms Race - Moerth, Design Phase 2211
« Reply #321 on: June 01, 2017, 01:37:08 am »

Unit 3 should probably be wearing a space suit.



So, the question is, do we design a small vehicle that will probably not take up more than 1 CU, or a larger vehicle, and hope a revision will be enough to create a transport capable of moving it?
The smaller vehicle seems to have more support, so

Gyrinos (Tadpole): The Gyrinos is a relatively simple vehicle. The rounded exterior is lightly armoured, capable of shrugging off small arms fire at long-medium range. It has a single wheel in front, and tracks in back, to provide mobility on all terrain. Time permitting, attachable floats and propellers will be designed to allow the Gyrinos to be modified to travel over water as well.
Internally, the Gyrinos seats a single soldier in a X112 space suit, who enters via a large door on the side. A second soldier can hang on to the back of the vehicle, in a somewhat less comfortable manner. For firepower, two Jormungandr Bolters are integrated into the vehicle on forwards-facing mounts. The Gyrinos is battery-powered, and has deployable solar panels to recharge. It can travel at top speed for about an hour, or 'cruise' at a lower speed with solar panels deployed indefinitely.
Target distribution is one per ten-twenty soldiers, with squads of Gyrinosi travelling ahead of the infantry to clear out snipers and capture strategic locations, with the infantry serving to clean up behind them, or hold defensive positions.
A crucial design requirement is that the vehicle does not take up too much space in a transport (1 CU or less).


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Gyrinos: (1) NUKE9.13
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10ebbor10

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Re: Planetary Arms Race - Moerth, Design Phase 2211
« Reply #322 on: June 01, 2017, 01:55:46 am »

GM : We deployed the Aeneid to C2. Why did it not intercept their withdrawal attempt.
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Chiefwaffles

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Re: Planetary Arms Race - Moerth, Design Phase 2211
« Reply #323 on: June 01, 2017, 02:09:47 am »

Right. Generally I'm pretty lenient on withdrawals, but I did forget that you had the Aeneid at C2.
The MSS Aeneid orbiting C2 manages to communicate with ground forces to attempt to intercept any sighted shuttles belonging to Amaok's ITC withdrawing the troops there. Unfortunately, the Iliad isn't exactly equipped to deal with this. The occasional shuttle is shot down, but there are a decent amount of shuttles. After the first shuttle is shot down, the ITC quickly changes strategies, with multiple congruent shuttles being sent down at once. Occasionally, the ground forces report a nearby shuttle and the Aeneid maneuvers to a position in orbit intercepting it, but ultimately can't make a large impact. The ITC is never directly engaged as it avoids detection by ground forces and the Aeneid's short-range radar. Occasionally, soldiers get a tiny glimpse of it from below, but it's never enough for the Aeneid to go on.

The Captain of the MSS Aeneid believes that the cause for their failure is twofold: Speed, and weaponry. If the Aeneid was equipped with a longer-ranged missile, it could intercept shuttles with the missiles without being forced to attempt to directly intercept the shuttle. Its poor speed meant that intercepting any shuttle at all was nearly impossible as it had to adjust its orbit to intercept the shuttle before our soldiers on the ground lost track of it. Additionally, a longer-range radar could had helped immensely and perhaps even led to the destruction of the ITC. The optical-range radar the Iliad-Class is equipped with wasn't of help in this little "skirmish", but if it had a longer range the Aeneid could have continued tracking shuttles after ground forces lost sight or even locate and intercept the ITC itself.


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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

10ebbor10

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Re: Planetary Arms Race - Moerth, Design Phase 2211
« Reply #324 on: June 01, 2017, 02:55:05 am »

Turn 1 : Enemy designs nothing new
Turn 2 : Semi-automatic battle rifle
Turn 3 : Winged Fighter and armor suit
Turn 4 : Carrier
Turn 5 : Unknown

Current enemy distribution :

B2 : Battle rifle [M: 2/3, A: 1/3]   US Losing
A2 : (1 fighter) [M: 1/3, A: 2/3] US Winning
    - Battle Rifle, Armored Suit
C2 : [M: 1/3, A: 2/3] Us Winning
    - Battle Rifle
A1 [A 1/3]
    - Battle rifle

Unknown
    - Battle Rifle

Spoiler: Enemy designs (click to show/hide)
« Last Edit: June 01, 2017, 09:10:11 am by 10ebbor10 »
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10ebbor10

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Re: Planetary Arms Race - Moerth, Design Phase 2211
« Reply #325 on: June 01, 2017, 03:16:49 am »

Rocket Artillery (Find Fancy Name) In order to engage enemy targets at long range, our forces have been equipped with these terrestial rocket pods. They're similar in design to the rocket used in space, but obviously optimized for land warfare. By using similarities, it's hoped that the significant improvements in thrust, guidance and lethality from the rocket artillery can be easily crossed back into the space warfare program.

The rockets are designed to be infantry portable, and be fired from a wide variety of installations. Cost are thus expected to be low, as is weight.
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NUKE9.13

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Re: Planetary Arms Race - Moerth, Design Phase 2211
« Reply #326 on: June 01, 2017, 09:06:17 am »

Mm, your enemy distribution is wrong. They only have one unit on A2, and we are winning there.

Rocket artillery is nice and all, but I feel like a basic vehicle is more important to our forces right now.
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10ebbor10

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Re: Planetary Arms Race - Moerth, Design Phase 2211
« Reply #327 on: June 01, 2017, 09:11:35 am »

Whoops.

A left-over from the old copy.

My issue is that I'm not entirely sure that we can get a decent vehicle in the required payload restriction.
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10ebbor10

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Re: Planetary Arms Race - Moerth, Design Phase 2211
« Reply #328 on: June 01, 2017, 09:21:53 am »

Anyway, different idea

Argo Class Orbital Lifter This interplanetary shuttle is build with the most powerfull engines we have to date. This is to allow this large vessel to land and fly upon any planet rather than having to rely on shuttles. Printed electronics are used to lower the weight by integrating expensive and heavy technological systems directly into the structural frame. While this means that it does not have resilience of the Illiad, it exchanged that for a large cargo space and affordable cost. Basic defenses are installed, consisting of a missile pod and a few bolters.

So yeah, a heavy lander than can function as a gunship untill the enemy develops AAA
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Detoxicated

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Re: Planetary Arms Race - Moerth, Design Phase 2211
« Reply #329 on: June 01, 2017, 10:53:05 am »

Argo Class Orbital Lifter (2): 10ebbor10, detoxicated
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