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Which side are you joining?

Glorious Kolechia Pilots
- 13 (33.3%)
Glorious Verusa Pilots
- 14 (35.9%)
Inglorious Midako Spectators
- 12 (30.8%)

Total Members Voted: 39


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Author Topic: Knights of the Skies: an Arms Race Game - Early Summer 1916  (Read 14338 times)

Taricus

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Re: Knights of the Skies: an Arms Race Game - Late Spring 1915
« Reply #105 on: August 06, 2018, 07:34:49 pm »

Nah, you're just hitting dead ends in technical terms faster :P
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piratejoe

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Re: Knights of the Skies: an Arms Race Game - Late Spring 1915
« Reply #106 on: August 06, 2018, 07:38:12 pm »

Dead ends? Next your going to say that V 12 engines are a dead end and we should start going for Turbojet engines.
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Kashyyk

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Re: Knights of the Skies: an Arms Race Game - Late Spring 1915
« Reply #107 on: August 07, 2018, 01:47:31 am »

Wait, you mean you aren't developing Turbjets? We have that done last month.
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Doomblade187

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Re: Knights of the Skies: an Arms Race Game - Late Spring 1915
« Reply #108 on: August 07, 2018, 01:59:34 am »

Wait, you mean you aren't developing Turbjets? We have that done last month.
Aye. The manufacturing costs were 'too high'.
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piratejoe

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Re: Knights of the Skies: an Arms Race Game - Late Spring 1915
« Reply #109 on: August 08, 2018, 11:50:34 am »

Because I feel like asking, are you Kols ready or are you keeping us waiting?...Or are you simply afraid of us?
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Cnidaros

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Re: Knights of the Skies: an Arms Race Game - Late Spring 1915
« Reply #110 on: August 08, 2018, 09:01:58 pm »

The Kols are done with revisions, and simply debating on plans right now (p.s. voting would be appreciated).

Since there's nothing much else to do for now, I thought I'd write up a little explanation of my mechanics here, where it's visible to both sides. First up for now is cost.

On Cost

The cost of an airframe depends on (about) four things: its overall size+type+structural materials (a large metal triplane will cost much more than a small wooden monoplane), the engine it uses (generally more powerful/advanced = more expensive), its weapons (more guns/larger bombload), and any additional features, such as complex sights, a retractable landing gear or a fancy hand-carved wooden emu head. I assign each of these a PP cost and add them all up for total cost, with the caveat that the total cost will never be a fractional PP number, so rounding it down instead.

That said, these costs do not necessarily scale linearly. Say you want to make a large bomber, with a total of seven defensive machineguns at various positions around the fuselage. Such a plane will not necessarily cost +7 PP from the guns alone, but may instead have +3.5 PP extra due to the guns cost. Two guns may cost twice as much as one, but three guns may not cost thrice as much as one. Don't go too overboard with this information!

Regarding the matter of additional features, both sides have encountered many many upgrades to existing aircraft which require 1 PP to implement (and some that don't, such as the tracer rounds). These reflect the cost of retrofitting new equipment such as Foster mounts or synchronisation gear onto existing planes. It does not mean that those features (like the Foster mount or the ailerons, which are relatively simple) necessarily cost 1 PP if you were to add them onto a new aircraft starting from scratch. In general, it's always worth it PP-wise to continue churning out new plane designs so as to include new features starting from the production stage, rather than keeping the same old aircraft models around and relying on continual revisions to keep them up to par.

Next, maintenance costs depend largely on engine numbers and power (a proxy for fuel consumption) and size (representing number of parts that need maintenance).

Finally, cost can be reduced through revisions, albeit it requires a good roll (5 or 6) to do so without affecting performance. Like improving effectiveness, however, there are steeply diminishing returns as to how far cost can be reduced this way. Maintenance cost is more difficult to reduce, and may require multiple good rolls to do so, and with a justification that makes some narrative sense.
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Nirur Torir

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Re: Knights of the Skies: an Arms Race Game - Late Spring 1915
« Reply #111 on: August 08, 2018, 09:20:29 pm »

That said, these costs do not necessarily scale linearly. Say you want to make a large bomber, with a total of seven defensive machineguns at various positions around the fuselage. Such a plane will not necessarily cost +7 PP from the guns alone, but may instead have +3.5 PP extra due to the guns cost. Two guns may cost twice as much as one, but three guns may not cost thrice as much as one. Don't go too overboard with this information!
No. I'm sorry. It's too late.

Get ready, in about 3 turns you'll have to rename this to Knights of the Two Warring Superdreadnaught Blimps: an Arms Race Game. It's the only economical choice left to us.
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Doomblade187

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Re: Knights of the Skies: an Arms Race Game - Late Spring 1915
« Reply #112 on: August 08, 2018, 09:21:16 pm »

Wonderweapons are the only thing left to do. Can confirm.
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Cnidaros

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Re: Knights of the Skies: an Arms Race Game - Late Spring 1915
« Reply #113 on: August 09, 2018, 09:48:37 pm »

The Kolechians have settled on a plan, update within two days. You can still submit additional stuff for the Test Pilots event, up to 48 hours from the time of this post, as I decide the winner only at the end of the BR. Or submit espionage actions.
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Cnidaros

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Re: Knights of the Skies: an Arms Race Game - Early Summer 1916
« Reply #114 on: August 14, 2018, 10:13:23 am »

Side note: I live on Venus, where days are 243 times longer
Battle Report, Late Spring 1915

The highlight of this turn is the Sky Crusaders debuting a single squadron of their new aircraft – the Verusan F1 Lesser European Swallow. The Swallow is Verusa’s first dedicated fighter, a monoplane like the Kolechian Equilibrium. It’s fitted with the Barnett 1915 V12 engine turning a four-blade airscrew, making it even faster than the Equilibrium due to a low-drag design that incorporates features such as a smooth metal engine cowling. Following the success of ‘double-gunned’ Rhinos, the Swallow also goes in for more firepower, and it’s armed with two Bolt Machine Guns on the centreline, operating off independent sets of Crossguard gears without too much trouble. Most notably, the Swallow features a metal-frame construction: it’s made out of canvas over a hollow steel-tube frame.

On the other side of things, the KPAF has instead gone for more minor items. First and foremost is the Hawkeye Reflector Sight. Confusingly named the same as the Verusan camera, the Hawkeye is a simple reflector sight that projects an image of the target reticule to the user’s eye, shifting to correct for the eye position of the user. The Type 11 LMGs on Kolechian planes have also been outfitted with incendiary ammunition. These rounds are very similar to tracer rounds in principle, but with a larger phosphorous charge to ignite enemy aircraft. However, they’re ineffective beyond a range of 300m, as the incendiary charge burns out quickly. Finally, through what can only be described as bureaucratic shenanigans, they’ve somehow managed to get the Tactical Escape Parachutes issued to all airmen as part of their standard uniform.

The Northern Mountains

Spring has arrived here, and the pace of combat picks up again. In the mountains proper, some Verusan soldiers take advantage of the relaxed attitudes of Kolechian defenders, capturing some ground around Maidese Peak.

In the highlands, the Sky Crusaders have got one squadron of the double-gunned Rhino-Fs doing defensive patrols, and another squadron of Sky Eyes performing the usual artillery spotting. On the other side, the KPAF has one squadron of Equilibrium fighters, outfitted with the new Hawkeye reflector sight.

While it may seem like the KPAF should have a decisive advantage here, what with the disparity in aircraft quality, the situation again isn’t so simple. Firstly, the KPAF pilots have been ordered to stick to their side of the lines and perform defensive patrols, much like the Verusan pilots. They do some sorties to shoot down those Sky Eyes which prove particularly useful to the Verusan army, and take on the occasional Rhino-F which gets too close, but most of this month is spent patrolling clear skies, as there aren’t any Verusan incursions. Like last month, the KPAF is also conspicuously lacking any squadrons to actually support the advance of ground troops. The few air battles which occur here heavily favour the Kolechians, but there remains no change in the lines. Fighting on this front has again stalled out into trench warfare, with the Verusans having built a good defensive line on the road to Demisonne.

Spoiler (click to show/hide)

The Central Plains

In keeping with the rapid exchange of territory here, both sides have sent a majority of their air forces to this theatre, so it’s worth going through carefully how they are deployed. The KPAF has their aircraft in two main groups: one attempting to take Estwice from the south, where the army is advancing on the roads from Zydinah and Pevomir, and another group to both defend Dreidansk and cut off the Estwice salient to the east. At Dreidansk, the KPAF has two squadrons of EFMs on air superiority duty, one squadron of Feathers with Oracle Cameras on photoreconnaissance duty, and one squadron of Hykib balloons on artillery spotting duty. Slightly to the south outside Estwice, they have one squadron of EFMs and two of Feathers on air superiority, with one squadron of Feathers doing photoreconnaissance and a squadron of Hykibs for spotting. It’s worth noting that all Equilibriums have been equipped with the new Hawkeye reflector sight, an improvement over the regular iron sights on the Type 11 LMG.

Against this large force, the Sky Crusaders have followed the lead of their army and condensed all their forces to support an offensive aimed at retaking Dreidansk, leaving the defenders of Estwice to fend for themselves as best as they can. Here, the Verusans have deployed their bomber force: one squadron of Emus and another of Great Emus. These bombers benefit from the intelligence gained by two squadrons of Rhino-P biplanes, which perform the rather dangerous task of overflying Kolechian positions and taking aerial photographs to be later analysed. The Verusans also have two squadrons of Sky Eyes to call in accurate fire. All these aircraft are safeguarded by three squadrons doing air superiority: these three squadrons are a microcosm of the Sky Crusaders’ technological progress, with one of double-gunned Rhino-Fs, one of regular Emus, and one of the new Lesser European Swallow.

At Dreidansk, the Verusans have the initial advantage, by dint of numbers. There is only one squadron of Swallows, named ‘Lancer 1’, but nevertheless they are an outsized shock to Kolechian Equilibrium pilots, who are accustomed to being the fastest planes in the sky. Alderic, the Verusan Ace, has been assigned to this new squadron, and despite initial unfamiliarity with flying a monoplane soon takes to the Swallow like a fish to water. The Swallow is faster even than the Equilibrium, and with its double guns, brings enough firepower to the table to compete with them. Its shortcoming is in manoeuvrability: while metal frame construction might in theory allow airframes to withstand greater stresses than wooden ones, in practice the Swallow’s design doesn’t achieve this, and the steel only serves to give it greater mass and inertia, making it slower to turn and climb than the EFM.

However, it turns out that operating in conjunction with the slower but more versatile Emus, the Swallow’s shortcomings in this area aren’t quite so pronounced. Against a mix of enemies flying slow and fast, the Equilibrium pilots can’t focus on the Swallow alone but must remain alert to make sure they’re not being led into the wide firing arcs of one or more Emus. Such group tactics come less naturally to the Verusan pilots as they do to the Kolechians, but with the aid of an extra squadron of Rhino-Fs, the Sky Crusaders pull it off adequately (although some Rhino pilots complain that they’re serving as little more than bait). The Swallow is far from invincible, with the Kolechian Ace Piotr managing to bag a couple of them, but it’s much more difficult to shoot down than an Emu.

The Kolechians have some tricks up their sleeve too. With the introduction of the Hawkeye sight building on their previous rollout of tracer rounds, KPAF pilots are now significantly more accurate in their firing as compared to equally skilled Verusan pilots. The new incendiary rounds, while only moderately effective against planes if they don’t hit a fuel tank, are quite effective when employed against Sky Eye balloons. These rounds hit and ignite the fabric envelope of the balloon, setting it aflame and bringing it down faster than the old method of shooting the envelope repeatedly with regular rounds over several passes. For the Sky Eye observer corps, it’s almost like a return to the bad old days of the dripping burner fuel, and the opportunity to wear a golden monocle, previously coveted, is now shunned by the airmen.

With the air superiority situation slightly favouring them, the Verusan bombers are free to wreak havoc across the front. The Great Emu continues to prove its worth as a bomber, carrying a good bombload at a reasonable speed. Both squadrons are no longer neophytes, having amassed some experience from the Sky Crusader’s bombing tradition. The bombers, when they can get through in sufficient numbers like they do this month, are now a significant advantage for the Verusans, and one that the Kolechians have no equal to so far. It’s enough to make up for the heavier losses suffered by the Sky Eyes, and the Verusan army retakes Dreidansk. This comes as a great relief to Alderic, who was getting tired of the constant sniggering at his title in the officer’s mess.

To the south at Estwice, the outcome is far more one sided. The defenders have no aircraft at all, while the KPAF has squadrons both of photoreconnaissance planes and spotter balloons (the squadrons on air superiority, predictably, see no opposition). Estwice falls quickly, due both to the logistics disruption and the efforts of the KPAF.

Their task done, the squadrons of the Estwice force relocate slightly northward, joining the KPAF squadrons which have withdrawn from Dreidansk. Combined, the KPAF has a total of three EFM squadrons and two Feather squadrons dedicated to gaining air superiority, decisively tilting the numbers back in their favour and putting a dent in the Verusan bombing efforts. The frontline is again pushed back into the city of Dreidansk. By the end of the month, the Kolechian army has captured large parts of the city’s western half, with the eastern half still in Verusan hands.

Spoiler (click to show/hide)

The Southern Islands

Both sides aren’t focusing on this front much like the battles in the north, but with one crucial difference. The KPAF has seen fit to send one squadron of Hykib balloons here for spotting. Other than the extra balloons, the balance of forces here is much the same as the north.

The Kolechian Navy continues raids on the coastline between Basselton and Nadeka, with their navalised Hykib balloons helping them to shell accurately even without the aid of land-based friendly forces to spot for them. However, the advance of Kolechian troops is slightly hampered by the conservative attitudes of the air marshals, who again order the Equilibriums to adopt a defensive posture. While the aid of the balloons is enough for Kolechia to retake the crucial junction at the end of the Kodemo Trail and cut off Basselton again, they are still far from conquering Basselton, and large numbers of Verusan troops manage to retreat in good order.

To the far south, the Verusans advance a little overland, but remain carefully out of range of the Kolechian defensive line around Mizogorod.

Spoiler (click to show/hide)

Behind the Frontlines

This turn, the attendances at the Crimson Eagles airshows finally reach a number high enough for the KPAF to earn actual income from ticketing. The KPAF brass are ecstatic over this development, while the accountants that point out the losses the Crimson Eagles have made to this point are brushed off.

In Verusa, a Kolechian intelligence agent tracks down the location of Squire 2’s public relations tour. This isn’t too difficult, as their schedule is publicly available, and Agent Paper Pusher travels to the Northern Verusan city of Galliaroi, their next destination. Unfortunately, the Sky Crusaders have stopped their public relations tour and sent Squire 2, along with Alderic, back to the front. Agent Paper Pusher arrives to find an empty fairground, and whatever his nefarious goals were at the tour, they’re not going to happen this month.

Not to be deterred, Agent Paper Pusher opens his backup orders to find a mission to infiltrate the Sky Crusaders’ Experimental Aerodrome, taking the opportunity presented by the recruitment drive for test pilots. There isn’t enough time for convincing fake documents to be sent to him, so he spends most of the train ride over faking them on his own (a task he isn’t too good at, despite his codename).

The documents are passable, and he makes it past the security post and into the aerodrome without incident. Unfortunately, by a stroke of bad luck, he has made a mistake with his assumed identity. “Sir, it says here that you used to work as a woodcarver? Could you step out of the queue for a minute?” His nerve breaks and he bolts out of the interview’s waiting room, running right into the Verusan Department of Security Agent. Agent Bird Watcher reacts quickly, drawing his pistol and giving chase, but when he pulls the trigger there’s only a *click* as a pen pops out of the barrel. Looks like he’s forgotten to swap his pistol-pen for a real pistol after the recent investigation. Agent Paper Pusher doesn’t accomplish his mission, but he escapes uninjured.

The Outside World

British pilot Richard Bell-Davis receives the Victoria Cross for performing the world’s first combat rescue mission by an aircraft, saving another pilot Gilbert Smylie after the latter is shot down by ground fire. The Senussi begin engaging the British in a guerrilla campaign on the Libyan-Egyptian border, encouraged by the Ottoman Empire. At the Second Chantilly Conference, the Allied Powers agree on a strategy of co-ordinated attacks on Eastern and Western Fronts, to render the Central Powers unable to shift reserves between them. In America, the one-millionth Ford car is produced at the River Rouge Plant in Detroit. The collapse and withdrawal of Allied forces in Serbia allows the rail line from Berlin to Constantinople to be opened. In Germany, the first practical all-metal airplane, the Junkers J 1, makes its maiden flight, achieving an altitude of almost 3m.

Event – Foreign Purchase: Both sides have decided to sell their basic plane designs to the Midako Kokudaitai. One squadron each of Rhino and Feather biplanes have entered service with the Kokudaitai, and there are rumours of a balloon design being worked on. For now, both sides will have 1 extra PP to spend this turn.

Spoiler: Kolechia (click to show/hide)

Spoiler: Verusa (click to show/hide)

Both sides have put out some advertisements to lure foolhardy pilots into prototype planes. While several men (and women) sign up for the Sky Crusaders and their promise of flight training, the Kolechians have appealed to both the Crimson Eagles fans and touted their new Tactical Escape Parachute. More people sign up for the KPAF’s test pilot programme, and Kolechia receives a reduction in development costs, for this turn’s design phase and the next.

Event – Armed Forces Council: With the war having dragged on for an entire year, the council of generals are calling a series of meetings to discuss the war effort. Within these meetings, there may be an opportunity for deals to be made with the army and navy – or possibly even a chance to lobby for a raise in the command status of the air force. During this whole turn, you may address messages to the army, navy or both, asking for and promising certain things in return for bonuses in the coming year.

It is now the Design Phase, Early Summer 1916.
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Imic

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Re: Knights of the Skies: an Arms Race Game - Early Summer 1916
« Reply #115 on: August 19, 2018, 02:48:51 pm »

Is there any room to join Kolechia?
« Last Edit: August 19, 2018, 02:57:44 pm by Imic »
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Rockeater

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Re: Knights of the Skies: an Arms Race Game - Early Summer 1916
« Reply #116 on: August 19, 2018, 03:11:22 pm »

Yes, it's open joining
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Jilladilla

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Re: Knights of the Skies: an Arms Race Game - Early Summer 1916
« Reply #117 on: August 19, 2018, 03:11:36 pm »

Is there any room to join Kolechia?

Comrade, their is always room to join the proud nation of Kolechia!

In all seriousness, just find the thread (it's linked in the first post here) and feel free to comment, vote, make suggestions and otherwise do whatever.

Stay out of Verusa's thread though; we're not allowed to read the other team's thread. (I did see your earlier comment of 'being new to Arms Races'; welcome aboard)
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piratejoe

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Re: Knights of the Skies: an Arms Race Game - Early Summer 1916
« Reply #118 on: August 22, 2018, 09:48:10 pm »

I just realized that I never revealed to you kols that when I said this
anything you can do we can do better.
I was referring to the aircraft which was revealed this turn in a very subtle way.
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piratejoe

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Re: Knights of the Skies: an Arms Race Game - Early Summer 1916
« Reply #119 on: August 28, 2018, 02:50:45 pm »

I'm sorryNot really for doing this but, are you Kols done yet?
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