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Author Topic: Planetary Arms Race - Amaok, Strategy Phase 2212  (Read 35153 times)

blueturtle1134

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Re: Planetary Arms Race - Amaok, Strategy Phase 2211
« Reply #390 on: June 06, 2017, 11:04:34 pm »

But the missile upgrade was only anti-armor. We still can't beat their fleet (or can we)? I support scrambling fighters to A.
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RAM

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Re: Planetary Arms Race - Amaok, Strategy Phase 2211
« Reply #391 on: June 06, 2017, 11:37:20 pm »

Their entire fleet? No. But they cannot readily resupply A2 without controlling A1 and last time it was only 3 fighters instead of 4, but we did have a venture. So that means either
: taking a warship away from A2 leaving them vulnerable there.
: Leaving both ships on A2 without resupply or repair, which may not be a real thing but it is nice to imagine that the damage to their ships from last turn would be detrimental this turn.
: Have more warships than they did last turn.

So attacking A2 with our fleet would probably go well, but I am not entirely certain how this new rule works. It is possible that they can just send a transport to A1 and suddenly anything goes... Or even that A1 is already their 'territory' by virtue of being close to them or something and they basically ignore the advancement rules for this turn at that location. I really don't know.
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blueturtle1134

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Re: Planetary Arms Race - Amaok, Strategy Phase 2211
« Reply #392 on: June 07, 2017, 06:27:36 am »

I think it works like this:

They attacked A2 and made its orbit contested. We moved a unit off A2 to A1 before combat started, so we passed by their force so to speak. This is the situation avoided by a "hold one year" rule.

I think the GM decision is that we have forces on A1 and combat with them begins next turn.
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RAM

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Re: Planetary Arms Race - Amaok, Strategy Phase 2211
« Reply #393 on: June 07, 2017, 03:13:25 pm »

Operation Tiebreak:
Send transport 1 to A3 for metals and build  rifle ammunition.

Send Transports 2 and three and all our fighters to B2 And drop ammunition and fighter support.
Quote
0 plan A:
0 Plan B:
0 Plan C:
1 Plan Tiebreak: RAM
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blueturtle1134

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Re: Planetary Arms Race - Amaok, Strategy Phase 2211
« Reply #394 on: June 12, 2017, 02:09:32 pm »

Thank God, judging by the way activity has been going I imagine most of their command leadership has already surrendered and run.

We're being mocked. Unacceptable... start debate.

I vote send all to A.

Code: [Select]
Reinforce A: blueturtle
Reinforce B:
Reinforce C:
Reinforce evenly: RAM

...but do we even have a shadow of a chance of winning the space combat? True, their ships are damaged/undergoing repairs, and we have new missiles... but don't we have to send ships to pick up the missiles?
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RAM

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Re: Planetary Arms Race - Amaok, Strategy Phase 2211
« Reply #395 on: June 12, 2017, 03:04:28 pm »

...but do we even have a shadow of a chance of winning the space combat? True, their ships are damaged/undergoing repairs, and we have new missiles... but don't we have to send ships to pick up the missiles?
It is very possible that I am wrong about how this all works, but the theory is that we have logistical access to A2 and they do not. Because they are blocked by our forces on A1. Likewise we do not have logistical access to A1 because of their forces on A2.
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PaPaj

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Re: Planetary Arms Race - Amaok, Strategy Phase 2211
« Reply #396 on: June 12, 2017, 03:08:45 pm »

Is it theoritically possible for me to got onto C3 make a underground base and just only do research and send the weapons etc. to the war efforts?
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Chiefwaffles

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Re: Planetary Arms Race - Amaok, Combat Phase 2212
« Reply #397 on: June 21, 2017, 06:44:58 pm »

Plan A was picked to break the tie as Plan Tiebreak involved sending a transport to transport metal. At the moment, you're unable to do that because of the ITC's max weight limit being incompatible with the weight of the resources.
Next time, a bit more descriptiveness regarding plans would be nice. You only needed one ITC to bring your four available fighters to A2, but as you said "all transports" I split the 4x fighters between two ITCs.

And just to clarify:
In space, short range is knife fight distances, medium range is visual distances, long range is the point where two ships can't reliably see each other unless they know exactly where to look and have a pretty good zoom function on their cameras.
Combat Phase of 2212

This year, orbital combat occurred exclusively over the barren planet of A2. It was clear even before we had any sign of Moerthi vessels at A2 that combat would happen. A2 is a strategical necessity for the sake of Moerth's stranded ground forces at A2. If they secured the orbit of A1 and A2, they could start bringing over supplies to their troops on A2.

The orbital combat does not go well. Two ITCs were sent to A2 along with a complement of two A-ASF-8s each, and there were no surviving ships. We only know what we know as an ITC managed to evacuate some of its crew via shuttle moments before destruction.
It started with a surprise attack. As the ITCs were hunting around the expected location of Moerth's fleet, a volley of missiles impacted the first ITC, blowing it and its fighter complement apart. The second ITC desperately began scrambling its fighters and already began evacuation processes. No fighters were even ultimately deployed, as another missile volley destroyed the second ITC just after it sent out a single shuttle with some of the lower-ranked bridge crew. The captain did not survive.
All the crew report seeing is camera visual confirmation of two Moerthi destroyers - a first, considering we've only ever seen one at a time before.

Central Command is very unhappy with the situation. They doubt any hope at victory even if we had the Venture-Class and two more A-ASF-8s out from the drydock and with the fleet. We've been completely eclipsed by Moerth's assets in space. Their destroyers are simply too durable for our weapons. This battle was mostly lost via our lack of early warning, but even then. If we had the drop on Moerth's forces, we know that we need unusual amounts of missiles in the exact same places in order to down a Moerthi destroyer, and they only need a couple to easily destroy a Venture-Class or an ITC.

Something's desperately required at space. Central Command is well aware of your more theoretical projects, and would really like for them to either become useful now, or for you to focus on something a bit more practical.
The orbit of A2 is under Moerth's control. Moerth can resupply their forces at A2.
Amaok loses ITC #1, ITC #2, and 4x A-ASF-8s.


In A1's cold mountains, we're being brutally crushed as well.

Our forces sent are almost a token force with the bare minimum in equipment. Moerth, on the other hand, has not taken lightly how close we are to their front door. Whereas we just sent Unit 3 with the Armoured Spacesuit and the Printed Pistol, they have two Units with Bolters, their better pistols, and we even saw use of an interplanetary radio! Some officers even report sightings of a new Moerthi shuttle. It's obviously designed to shuttle goods to an ITC-like spacecraft, but exclusively moves Moerth's forces across the planet. Their Units arrived in different shuttles - the standards used by every ITC.

Our soldiers valiantly attempt to make assaults through the mountain passes. While we initially see success in these battles against a merely pistol-armed unit, their bolters aren't far off and quickly arrive to turn the tides of battle. Nearly every assault ends in retreat, and our rare victories are pyrrhic at best.
Moerth manages to brutally hit us. Their soldiers align in formation on high ground next to where our troops lie. Bolts rain down from the sky, annihilating our camps and troops. Our soldiers' pistols can barely even reach them, let alone do any serious damage.

Wiithout supplies from Amaok, the men are forced to attempt living on sparse rations, the extremely rare "food" native to the planet, and stealing from Moerth's camps. It's never enough any many die from starvation. Even smaller goods like blankets to protect against the brutal cold, and patches for suits and tents hurt us. There are numerous reports of deaths from the elements.

Our Commander is extremely worried. Our soldiers are relegated to hiding in caves hoping they aren't found. If evacuation doesn't come as soon as possible, then our men will either be captured or killed by Moerth's military. He doesn't think there's any way to salvage this. The Commander is requesting immediate evacuation covered by military escorts.
Moerth gains ground on A1. [A: 0/3, M: 1/3]


Despite this, we see success in the wastelands at A2.

Unit 1, equipped with the ABR-1M in addition to the standard gear, is prepared for the wasteland combat of A2. Whereas Moerth keeps their poor-at-long-range Bolters in play and even evacuates a Unit from the planet, leaving just one to fight our troops.

Nearly ever engagement is fought across long stretches of empty land marked by the occasional small rock formation. Moerthi soldiers tend to stick to these formations as cover as they attempt to make a slow advance across the ABR-1 kill fields. Of course, this doesn't work out effectively for them. By the time Moerth makes it into ranges where their bolters are truly effective, we've already whittled down their forces to the point where they can't put up much of a fight anymore.

Occasionally they manage to sneak up on our camps or patrols and see frequent victory there, but thanks to the vigilant watching of our sentries, we manage to keep the fighting primarily limited to the places where we excel.

The Commander believes that Moerthi reinforncements are likely, and some kind of weapon for close range or to further our advantage in this envrionment would be great for our performance here.
Amaok gains ground on A2. [A: 3/3, M: 0/3]. If they hold it for another year they may advance to A1 and gather resources from A2.


At the varied terran landscapes of B2, our forces actually make progress.

Last year was overall a success for us here. While we couldn't gain a significant amount of ground, we were making progress. Frequent Moerthi ambushes and stealth raids make dents in our efforts here, but ultimately our forces remain strong enough to march over Moerthi camps and fortifications, gaining land in the process.

But this is largely due to our number advantage. B2 isn't particularly conductive for longer range skirmishes, and as we all know, Moerth's bolters tend to overpower the ABR-1 at any range below medium range. Considerations are likely required if we are to continue winning here.

The Commander of B2 requests ways to fight Moerthi's stealth and guerilla advantage here. Or anything - there are plenty of things to help at B2.
Amaok gains ground on B2. [A: 2/3, M: 1/3]


In C2's oceans, we're starting to be forced back.

The only change in the fighting is the arrival of a Moerthi ITC. Prior to its arrival, our soldiers managed to adequately defend larger islands with the ABR-1 but not assault the smaller islands, keeping the fighting at a stalemate. Yet with the arrival, Moerthi soldiers can assault our held islands without our fortified soldiers gaining the opportunity to contribute to the defense by sniping Moerthi rafts with ABR-1s.
We frequently manage to shoot down shuttles via judicious use of firepower, but ultimately Moerth begins to gain ground. It's not enough for a significant difference this year, but if it continues into next year Moerth will see the conquest of the planet.

Our Commander would like more considerations towards defense or some kind of aquatic vehicle for C2.
No side gains ground on C2. [A: 1/3, M: 2/3]


Research Credit
An esteemed scientist thought lost in the beginning days of the colonization has contacted Central Command from an unknown location in the system. Apparently, they're willing to work for the most innovative side. The scientist has stated his intention of going to a colony to see their biggest technological achievement, and the side with the most impressive accomplishment will gain his support. He doesn't care as much about practical usage and the like as much as the sheer scientific achievement of whatever is shown to him. Central Command believes his intellect is worth a Research Credit (Roll twice for each roll in a design or revision, and choose the better number each time).

Spoiler: Amaok 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: Vessels (click to show/hide)

It is now the Design Phase of 2212.
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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!

helmacon

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Re: Planetary Arms Race - Amaok, Design Phase 2212
« Reply #398 on: June 21, 2017, 07:26:16 pm »

This far into the game and all we have is decent rifles (that lack ammunition) and a half dozen fighters we can't launch.

Everything else is kinda crap. A fusion reactor that doesn't work. (Probably 3 actions before it could be used in the field.) Superconductors that don't really work. (Minimum 2 actions before it could be in the field.)
A modular weapons system with no modules. Guided missiles that we have no way of deploying. MRA that we can't fix until we have superconductors. A carrier that can barely carry any fighters... I really don't think that there is any way for us to come back from this.

Major props to CW for running this and all, but I think I'm done. Good luck guys.
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FallacyofUrist

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Re: Planetary Arms Race - Amaok, Design Phase 2212
« Reply #399 on: June 21, 2017, 07:47:39 pm »

Well, I'm not done yet(though it's getting there).

The problem here is space warfare. Our rifles are definitely sufficient enough for the moment(though a scope would be a good revision once we succeed in space warfare).

Now let's take an action they won't expect.

"Last Resort" Missile Scrambler: We've created a highly miniaturized version of our fusion reactor that isn't really meant to generate power. The size makes its anti-everything field much smaller and weaker, and also prevents it from exploding, making it sustainable. The field it gives off is just enough to make the usage of missiles within it impossible. It's designed to be mounted on a non-shuttle space vessel.
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helmacon

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Re: Planetary Arms Race - Amaok, Design Phase 2212
« Reply #400 on: June 21, 2017, 08:30:50 pm »

Space combat is not a problem you can address for now.

I recommend you do theoretical research thus turn for three reasons.

1. The research credit. It's entirely based on scientific advancement, not useful applications.

2. All the research stuff is broken, and needs to be fixed before it can be useful.

3. We lost 2 transports this turn. That's 2 out of 3. Our ability to move new equipment and supplies outs crippled. And new dodadds we design would be difficult to actually get into use.
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FallacyofUrist

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Re: Planetary Arms Race - Amaok, Design Phase 2212
« Reply #401 on: June 21, 2017, 08:41:08 pm »

And there's a guarantee we're going to get the research credit?

Also, there's no limit to the research credit like that, and we get to use it next turn if we do get it.

Yeah, we have theoretical broken stuff. One of those things I'm fixing in the Last Resort.

I'm thinking we'll make a space vessel variant for our revision this turn.
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VoidSlayer

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Re: Planetary Arms Race - Amaok, Design Phase 2212
« Reply #402 on: June 21, 2017, 09:01:44 pm »

Space combat not something we can do? Ha.

This baby kills the enemy and has a big ass laser no scientist could ignore.

"Stand Off" Laser Vessel

This redesign of the Interplanetary Transport Craft is built around a central laser cannon running the length of the ship.  This uses technology pioneered in the fusion generator and is made usable by our super conductors with an efficient space coolant loop.  Powered by an array of folding solar panels and banks of batteries, it can fire a short burst of energy at light speed to extreme ranges. 

Manned by a small five person crew to cut down on life support needs.  It uses the standard rocket of the ITC and reaction wheels for targeting the front of the laser cannon at the enemy.

It is also equipped with a sensor suite for targeting, using infrared, visual and radio telescopes.  It should be able to spot and destroy ships at far orbital ranges.

helmacon

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Re: Planetary Arms Race - Amaok, Design Phase 2212
« Reply #403 on: June 21, 2017, 09:10:06 pm »

Quote
space coolant loop
What does this mean?
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VoidSlayer

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Re: Planetary Arms Race - Amaok, Design Phase 2212
« Reply #404 on: June 21, 2017, 09:15:01 pm »

Quote
space coolant loop
What does this mean?

I have no idea. Basically the problem with the superconductors is the size of the coolant systems, but space is pretty cold, so if use them outside the atmosphere we should be able to pretty easily make a smaller system to bring them close to absolute zero.  I am thinking something like what is used to cool water in a nuclear plant but using N2 as the heat transfer liquid.
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